Texture & Material Optimization

Professional texturing techniques

MeshMint TeamJanuary 20, 202518 minAdvancedAdvanced
TexturesPBROptimization

Texture & Material Optimization

Understanding PBR

Physically Based Rendering (PBR) ensures materials look realistic under any lighting:

  • Base Color: The albedo/diffuse color
  • Metallic: Metal (1) vs dielectric (0)
  • Roughness: Smooth (0) to rough (1)
  • Normal Map: Surface detail
  • Ambient Occlusion: Contact shadows

Texture Resolution Guide

Use CaseResolutionFile Size
Mobile/Web1024x1024~2MB
Desktop/Console2048x2048~8MB
Film/Rendering4096x4096~32MB

Optimization Techniques

Texture Atlasing

Combine multiple textures into one:

  • Reduces draw calls
  • Better GPU performance
  • Smaller total file size

Channel Packing

Pack grayscale maps into RGB channels:

  • R: Ambient Occlusion
  • G: Roughness
  • B: Metallic

Compression

Format Recommendations:
  • Base Color: JPEG (quality 85)
  • Normal Map: PNG (lossless)
  • Masks: PNG-8 or packed
  • Web delivery: WebP or Basis

UV Mapping Best Practices

  • Minimize texture seams
  • Maintain consistent texel density
  • Use UV islands efficiently
  • Leave padding between islands

Material Instances

Create variations without duplicating textures:

// Unity example
Material baseMat = Resources.Load<Material>("BaseMaterial");
Material instance = new Material(baseMat);
instance.SetColor("_BaseColor", newColor);
instance.SetFloat("_Roughness", 0.5f);