View Full Version : Texturing for hard surface: One map or multiple small maps?

10-26-2005, 02:02 PM
I'm working on my very first hard surface model that has a hundred odd parts (please see link in my sig if you are interested), and I'm not sure how to approach the texturing.

Is it the norm to use one big texture (maybe 2k?) and share the UV's of all the parts using one single texture? (perhaps one map for all torso components, another one for legs etc)

Or individual unique parts should have their own maps?

A little background on the model's status right now. It takes about 4.5 minutes per frame using GI (one keylight, one dome light), 50 seconds per frame for 1 light and no gi, and this is just for test renders not the final lighting setup. I'm also quite worried about running out of ram too.

Thanks for any advice! Searched the old threads but didn't find any :(


CGTalk Moderation
10-26-2005, 02:02 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.