I’m starting a new game for Android in unity, it will be something like Lost Within…
This game will have small and medium size rooms with some interior and exterior lighting (maybe sun).
So the question is, what’s the better way to bake lights and textures?
I’ve used light baking in unity and looks pretty cool, but is just for lighting.
In the other side, trying Render to Texture in 3DSMAX using Vray and looks awesome, here I can bake bump, diffuse and other maps… but I have to use large texture more than 2k if I want good details.
Is there some limitations for android games in textures?
Where possible, do it!
Mobile phones tend to have lower specs so save every RAM, GPU, Drawcall possible!
As for textures, it matters least as long as mobile device is capable of large 2K textures (like Nvidia Shield)
So, is there no much difference between having a room with a tiled 2k texture and having a room baked with only one 2k texture?
e.g. I made this simple baked scene using vray:
and using this texture:
(of course I could do a better job)
The level of detail in game is very poor… Then if I use tiled 1k tiled textures I’ll get better detail and wait how unity will bake lighting.
So I don’t know what more efficient for Android (sorry if I can’t explain it well)