3rd Party Models/Media Chat / Texture size tests 4k down to 128kb

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GraPhiX
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Posted: 2nd Sep 2018 15:48 Edited at: 2nd Sep 2018 16:01
Hi Guys

I have just done a test to see what differences texture sizes make to the look of an asset going from 4096x4096 down to 128x128, emissive textures start to wobble at 512 but what has surprised me is 128x128 looks ok for distant objects.

4096x4096 = 8Mb DDS
2048x2048 = 2Mb DDS
1024x1024 = 512Kb DDS
512x512 = 128Kb DDS
256x256 = 32.1Kb DDS
128x128 = 8.12Kb DDS

Normal Maps flake out below 1024, what I have not tried is a 1024 normal with 128kb texture

And just so you know the 'popping' effect is the default cubemap not the asset (I turned off the rotation)

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granada
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Posted: 2nd Sep 2018 15:59
That's a good test with interesting results

Dave
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GraPhiX
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Posted: 2nd Sep 2018 16:07 Edited at: 2nd Sep 2018 16:09
thanks Dave
here is the UV map for the ORB, I have also added the 1024 normal map to the 128 texture set and it worked


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Pirate Myke
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Posted: 2nd Sep 2018 17:18 Edited at: 2nd Sep 2018 17:23
Nice. I thought I had posted this link before on texel density. But I am sure it's buried somewhere in the firums.

https://www.artstation.com/artwork/qbOqP
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GraPhiX
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Posted: 2nd Sep 2018 18:14
Awsome Myke thanks for the link
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Pirate Myke
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Posted: 2nd Sep 2018 18:26
You are wlecome.
That is the problem with trying to make things for every situation you can come up with. Some might have them closer, some further. Some may scale the object totally destroying the texel density for that object on screen.

I supply large maps with my stuff, to give the users the option to scale the textures down for the situation they need it for.

When optimizing stuff for levels, it is nice to have the large maps to reduce down. Scaling up is normally a desaster.
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GraPhiX
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Posted: 2nd Sep 2018 18:45
Yes I think I will stick with 2048x2048, I think I will supply a zip with the maps in PNG too this will allow a user to resize maps without losing quality, DDS becomes very pixelated when you resize it.
Yes I agree do not scale up only scale down at 2 by 2 format. I will ponder on this more, PNG is acceptable for GG but the GPU better utilises DDS textures.
Welcome to the real world!
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Pirate Myke
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Posted: 3rd Sep 2018 00:12
Here is some orbs I modified from the Quixel orb.
Chrome texture is 4K the other are 1K.
The skybox is 16bit pictures, thou I am not sure if GG is making A 16bit reflection cube map for it.

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