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 Case | Resolution | File Size |
---|---|---|
Mobile/Web | 1024x1024 | ~2MB |
Desktop/Console | 2048x2048 | ~8MB |
Film/Rendering | 4096x4096 | ~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);