Hello, what is better to use the size for textures? Texture objects (small decorations), buildings and characters? What is the rationale of your choice? ps the game will be for the computer; but it is possible for mobile
asked Sep 28 '14 at 11:32 AM in Packaging & Deployment
Textures should always be a size that is a power of two. Aside from that, you need to think about where the texture will be used. Most of Epic's example textures are 2048x2048, which is high resolution, and produces very good quality. You can go as high as 8192x8192, but keep in mind that many graphics cards only support up to 4096x4096 textures, and some only 2048x2048.
If you object is small, and will not be seen very close-to, you can use smaller textures, down to 1024x1024. You likely don't want to go lower than 512x512, though, unless your texture will absolutely only be seen from very far away.
If you're going for mobile, you probably want to keep around 1024x1024 or lower, though. Really, there's no right answer for "what size of texture should I use?" It's all about balancing performance and look. Higher resolution textures will look better, but require more storage and more texture memory. One way you can work out the resolution to use for each texture is to start with a large texture, say, 2048x2048, and then try to see which mipmap level your texture uses as you play. If you can't make it use the maximum mip level, then you don't need the high resolution texture, and you can drop the resolution. Unfortunately, as far as I know, Unreal doesn't allow you to visualise the mipmap levels, so this is a little difficult to do, and you're probably better just guessing and eyeballing it.
answered Sep 28 '14 at 11:43 AM
Take a look at this thread: https://forums.unrealengine.com/showthread.php?2216-Texture-size-and-best-format :)
answered Sep 28 '14 at 11:38 AM
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