UVMap size for gaming question

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  06 June 2012
UVMap size for gaming question

Let say the engine demand 1024 x 1024 pixels.

Is it okay for working the texture on 4096 and then shrink it to 1024?
Or should I working on 1024 too?
  06 June 2012
Depends. Some artists work this way, and it really helps if later on the Marketing dept needs a high-res render for print media.

However it's extra work because you have 16x the amount of detail to paint in. It also greatly increases the file size to store your source files, as well as the RAM to manipulate them.

Most game artists work at 100% scale, a few at 200%, very rarely does anyone work at 400%.
  06 June 2012
It can be a realy good thing if later you decide to resize some uv shells.

Personaly, when I make a character for game (normal, spec, diff) I like to texture the high res mesh with high res textures and project those onto the low res. That way I can still completely change the topology and UVs of the low res. All I have to do is re-project.

Today, with the cheap ram and cheap hard drives you can get, I'd say, don't limit yourself too much.

Good luck!
  06 June 2012
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