Game Development Reference
In-Depth Information
For glossiness, white is glossy and black is not, so the grout will be glossier than the tiles.
Atlasing is the combining of multiple objects' textures on the same image or texture sheet. It doesn't
necessarily mean you will be using less memory , but it does mean there will be fewer “draw calls”
made when a scene is rendered. There is also less overhead when there are fewer maps to manage.
Among the textures you imported for the game, a few have been combined. The Sprout texture
contains two different sprout images. The Leaves texture contains a kale leaf and a radish leaf.
To atlas some textures, you may not be able to keep a square texture. With the exception of
some mobile platforms, this is not a problem as long as they remain base-2 dimensions. The
SunFlowerLeaf texture, for example, is not square, but it does use base-2 sizes. It is not, strictly
speaking, an atlased texture because the leaf, stem, and flower head meshes all are part of the
same mesh, but it definitely cuts down on the number of textures and materials when they can be
combined.
1.
Select the SunFlowerLeaf texture.
2.
Toggle the RGB/A icon to see its alpha channel (Figure 4-11 ).
Figure 4-11. The SunFlowerLeaf texture's alpha channel
3.
In the Inspector, set its Max Size to 256 and click Apply.
The Size in the Preview window now reports 256 x 128, showing that the maximum dimension is
affected when limiting Max Size.
Importing Meshes
With the Textures already imported, it is now safe to import the meshes that use them. On import,
not only will the meshes come in, but materials will be generated for each object using the main
texture that was used in the object's native material.
 
Search WWH ::




Custom Search