operaguy opened this issue on Feb 23, 2006 ยท 52 posts
Mike K posted Thu, 23 February 2006 at 10:44 PM
Opera, from back in my programming days, I agree with Diolma about the Windows power-of-2 thing. And most graphics software for Windows takes this into account a utilizes a power-of-2 texture sizing. Adobe has their own memory management, so they may be the exception. As to texture map size, an old rule of thumb from long ago was use a map that is 1 1/2 times the rendered size. For example, if you're rendering 1280 X 1024 and your characters head occupies about 1/2 the screen height or 512 pixels, then your head map should be fine at 768 pixels in height. Regarding texture file type, a .tif with lzw compression is probably one of the smallest lossless file types. If you're gonna use jpgs, Save to Web in Photoshop uses Imageready's optimized jpger. It compresses aggressively where there's little detail and less aggressively where there's high detail. At 70% to 80% compression, the jpg is virtually indistinguishable from the original. Just my two cents, your mileage may vary, Mike K