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Praxeos1 4 12 Mar, 2019 @ 7:47pm
Are there any good rules of thumb for texture sizes in VR Environments
Up until now, I've been slapping tileable asset pack materials onto my models, without giving much thought to the ideal size. I'm learning texture painting and starting to create my own materials. I know about the "powers of two" rule, and higher resolution is common sense for a detailed centerpiece, or something covering a large surface, but how high? I'd appreciate examples of image sizes in relation to the real-world sizes for typical elements in a VR scene (e.g. a tiled floor, a sofa, a handheld tool/weapon, outdoor topology, etc.). What rules of thumb do you follow and under what circumstances do you break those rules?
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soontekk 1 13 Mar, 2019 @ 12:44am 
It mostly comes down to common sense and some testing really.
Make sure you start high and see if it can go lower as the other way round is more difficult.
To have an idea on the sizes/relations i'll use my cabin map.
As this was my first ever try to make any VR or game map at all i have to admit optimisations were not high on the list. Luckily Hammer allows for fast updating on assets which i am still doing right now.

I used multiple textures for each asset (color,gloss,normal,refl,ao etc) as you probably know.
My terrain is an 8k map as i found 4k to be too blurry up close. I could probably play with UV density in certain area's and make that a 4k map that looks as good.
Bigger structures like the cabin consists of multiple materials each having 1k to 2k or 4k maps as i played with the resolutions to have a nice overal fidelity.
All other props are between 256-512 or 1024px keeping that as low as possible. Again where i had an object with scratches or text i had to go a bit higher. Most of the props are 512px.

Tileable textures have the advantage of keeping those textures really small against the obvious tradoff of having repetition. Some tileable textures are awesome like your tiles in concrete which work really well. My more organic environment did not allow much tiling as repetition becomes apparent quite quickly.

Hammer allows texturing layers that you can paint over eachother which is ideal for creating variation and keeping textures really small.
Praxeos1 4 13 Mar, 2019 @ 1:31am 
Thanks! That gives me a good starting point.
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