Texturing
Last updated
Last updated
When creating textures and materials for game engines, it is important to keep some things in mind to optimize performance and ensure that everything works as intended.
Use the smallest texture for your object's scale without compromising quality. Always Power of 2 (32x32, 64x64, 128x128, 256x256, 512x512 etc) for compatibility with most game engines..
Use PNG as the primary format; TGA is also supported, especially when using alpha channels for transparency.
Refers to the number of texture pixels per unit of 3D surface it helps minimize stretching and distortion when characters are rigged or in motion.
Match their mesh objects for easier filtering, organization, and selection within game engines. Proper naming is essential for managing complex projects efficiently.
These are some of the most commonly used texture types in most of our collections
_BC = Base color such as Diffuse & Albedo Maps
_NR = Normal Map
_ORM = OcclussionRoughnessMetallic RGB Maps
_EM = Emissive Map
_ID = ID Color Map
_A = Alpha or Opacity Maps
_BM = Bump Maps
_HM = Height Map _HDRI = High Dynamic Range Image Map
Make sure to copy the profiles in this path
C:\\Users\\<USERNAME>\\Documents\\Adobe\\Adobe Substance 3D Painter\\assets\\export-presets
We use Open GL Normals (for Unity, Blender, etc...) or Direct X (for Unreal Engine).