by CryHam » 08 Oct 2013, 23:12
Wow. Awesome work. I just checked it out, also great that you put it all in 1 track.
Cool stuff for caves and very good to have some other rock meshes, now I can recolor those textures (I usually use RGB curves) and make them fit other sceneries.
I noticed only 2 things.
Houses have extremely big png textures 4,6MB each one. And 2k.
They should be in jpg, I usually use 93, 95, 97 % compression (quality) or so (not less than 90, probably not more than 98).
The only reason to use png for diffuse texture is if it is transparent, this is needed for tree leaves, plants etc.
Also 2k is really big. If I get this right it uses 2k*2k*4B = 16MB GPU RAM, that's gigantic, if we have 4 such houses we would use 64MB only for objects.
Thats why I would resize them to 1k. 2k would be good for a car, but not for objects.
As I now tested, 2k texture of house as jpg at 93 % is still about 1MB, could be bit a rather big. Resized to 1k and saved at 97 % jpg uses 400kB and this is perfect. I would rather add a normalmap (can be generated from diffuse if absent). Jpeg compression is crap, more seeable for normalmaps, but we use it for them too. Just use with like 97 .. 99 % jpeg compression.
This is mainly it. For reference you can check out other objects in data, they shouldn't have better quality than cars.
Second thing is, I noticed some stretched places on back of black rock. Not a big issue, but maybe could be fixed in uv editor.
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- stretched uv on black rocks