About bump maps.
If I use the demo scene provided by inXile as a reference for how my shack will look in game
foum thread -> (http://wasteland.inxile-entertainment.c ... =29&t=3231
I would never use:
1. bump maps. Nearly not visible
2. Shack texture bigger than 1024x1024, I would go for 512x512.
FeelTheRads wrote:Did you get the second batch of submissions from Unity yet? I'm wondering because my second upload (which is for the second batch) is still in "new" status. The first one got to "pending review" quite fast...
In my experience, "new" requires a new upload, or lets say updating the asset reuploading.
I have seen "new" status forever on my assets until I have reuploaded them to get the "pending review". So I guess it's what the DDBB says when the upload has not been completed correctly, but you get no "error" message.
Why Unity team is not more clear about what does "new" status mean? thats a good question, I would say just "Unity's way of doing things". I have reported this many times with no fix till this date.
I decided to make a small demo to show how super high res textures (even bump maps) are useless, though is something you all can see in Unity.
Making the main texture at 2048 is ok, but splitting the model in many different textures because you think that your shack needs more resolution" makes no sense. That may end in 2 ways:
1. The game is slow for high draw call count (inXile decided to lower your textures to 256x256 anyway)
2. inXile reworks the models to make all the unwrap fits in a single 1024. More work for the team.
Here you have a demo, with 3 different verions of my shack (props material is always the same).
1. 512 texture diffuse only
2. 2048 diffuse only
3. 2048 diffuse and normal
Note I had to bring the camera closer to get more detail and be able (if possible) to glance some differences.