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texturing - multiple textures and multiple objects or one object one complex texture?

Discussion in 'General Graphics' started by grantius-maximus, Sep 5, 2015.

  1. grantius-maximus

    grantius-maximus

    Joined:
    May 29, 2015
    Posts:
    4
    Let's say i am building a house. I find it much easier to build and particularly texture when I split the model up and then texture each part separately. I do this in Blender. Is this bad practice or is it OK to model and texture this way. Is there a way of combining the model and textures when bringing them into unity

    thanks for any help
     
  2. Cheerio

    Cheerio

    Joined:
    Aug 3, 2013
    Posts:
    19
    The more pieces your house has, the more draw calls(performance) it will take. If you mark the house as static, Unity will handle combining any pieces that use the same material for you however each material used on the house will cost you extra performance. If you have multiple houses and you mark them all as static, Unity should combine the pieces across the houses as well.

    Whether or not this is ok just depends a lot on what platform you're running on, how many houses will be in the game, etc.
     
  3. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,727
    This is the dilemma I have been struggling with too.
    There are pros and cons of texture atlasing. People say "do it, do it". But I think it takes some planning and thinking before it's done.
    One of the biggest draw backs of creating texture atlas is that you could then end up with redundant textures in the build.
    Lets say you have two houses. Each house has a wall with the same texture. Other than that, the houses are not very similar. If you go ahead and create a texture atlas for each house, then you have the same wall texture doubled (one in each atlas). This can add up. And I think wall and floor textures should be the most important textures and would probally be the largest sizes out of all textures. I started doing texture atlasing using MeshBaker in the AssetStore, but for PC and console I dont know yet if it is nearly as beneficial as doing it for a mobile device.
    What I have been doing now is waiting to see the performance after light baking. Sometimes the lightbaking makes it so efficient, it isn't worth texture atlasing certain areas.
    I just think it takes a lot of planning to make sure you are helping and not hurting your cause.
    I hope someone can correct me if Im wrong.