Surround wrote:Right, one question. Is this the right list to make?
3p Hull own uv sheet
3p cabin own uv sheet
3p weapon* own uv sheet
1pcabin Uses same as 3p but better
1passenger own uv sheet
1p weapon* Uses same as 3p but better
*as many weapon is made
No what you should look for (in relation to this vehicle), for 100% optimization is:
- 3p Hull and any visible interior (interior best to be baked down from 1p model/texture) - own uv sheet
- 3p Turrets + any other parts related to different weapon setups that are not common among multiple versions and only too that weapon version - Own UV sheets, 1 sheet per weapon setup.
- 1p Cabin - own unique sheet, nothing of it should be used on the passenger lod, or 3p lod, assuming the passengers can't see that area, if they can then need to talk about that.
- 1p Passenger - own unique sheet, nothing of it should be used on cabin lod, unless the drivers can somehow see the passenger area, but they should be prevented from doing so unless critical for how the vehicle works/immersion...
You need to aim for using as few unique sheets as possible (each sheet counts for a new material, which in turn, counts for a new draw call) while also keeping it optimized with not loading textures that aren't being used (wasted texture space essentially if your loading textures for a turret which isn't being used on the map, or isn't visible to the player since the APC with that turret version is on the other side of the map). This is why its important not to have 3p interior textures on their own sheet, as this costs a needless draw call, when there is no reason for it either.
any visible exterior in the 1p views generally uses the 3p sheet, shouldn't be any need to have a "1p weapon texture", but that very much depends on how your going to view the weapon, but for all the tanks etc out there, the barrel/exterior is the same 3p texture on the 1p model, just the barrel is much more rounded (with more tris) etc in most cases.
As I'm sure I've already posted in this topic once before but I'll do so again, the 1p interior textures should be baked onto the 3p after they are textured, with their normal maps etc, so that you minimise the tri count and texture space, with also having no zfighting errors which from the outside, look pretty much the same especially from a distance, and you can see both the Z-9B and Z-9WA cockpit bakes on the 3p textures I posted above if you look closely, Z-9B's on the middle left of the first sheet, and Z-9WA's in pretty much the centre of the second sheet.
3p:
1p:
Although the Z-9 isn't a perfect example, it dose have many errors I wasn't able to correct before exporting it without major rework, it is for the most part on the ball.