by SMMDigital » Thu Aug 02, 2012 3:49 pm
Draw calls will be the issue with my loco then. In the beginning, I tried fitting all of the non-see through alpha parts on one 1024x1024 texture (didnt know you could do 2048), and in the game the texture quality was horrid. So I went with two 1024 diffuse textures for all parts that would have a bump or environmental map, and one 1024 for all parts that have see-through alpha. Every square inch of those textures are filled with material, so not much space was wasted.
However, there was some overflow that I could not fit on those texture sheets. I kept the TrainGlass textures separate because I found that if you make them small and fit them on your main texture, when the game blows them up you get the polka-dot artifacting instead of clear transparent windows. Then you have to account for your Environmental texture, which is replaced in-game by reflection effects; normal maps; and a small dummy texture for your Emissive light effects.
I'll know better, if there is a next time.