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Textures and Art Assets Print

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Managing visual content.

WHAT TEXTURES CONSUME

Memory, which is frequently the tightest constraint.

WHAT DETERMINES SIZE

Resolution, format, compression, and the number of maps per material.

WHAT COMPRESSION TO USE

Platform-appropriate compressed formats, always.

WHY

Uncompressed textures consume several times the memory for no visible benefit.

WHAT MIPMAPS ARE

Pre-generated smaller versions, used at distance.

WHAT THEY PROVIDE

Better appearance and better performance.

WHY BETTER PERFORMANCE

Smaller textures are read more efficiently when the object is distant.

WHAT ATLASING DOES

Combines many small textures into one.

WHY THAT HELPS

It reduces material count, and therefore draw calls.

WHAT TO ESTABLISH

A texture resolution standard per object category.

WHY

Inconsistent resolution wastes memory and looks uneven.

WHAT TO AUDIT

The largest textures in the project.

WHAT YOU WILL FIND

Assets at far higher resolution than they are ever displayed.

WHAT TO PLAN FOR MOBILE

Substantially lower budgets, and platform-specific compression.

WHAT TO AUTOMATE

Import settings, by folder or naming convention.

WHY

Manual per-asset settings are forgotten.


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