Does micropoly / tinypoly texture mapping have disadvantages?

I am thinking about making a series of mesh models that use one texture map, with a rainbow of colors. Then I would like to scale down the unwrapped polys into micro-poly’s, so they mostly get a solid color.

I did a test with a cube, and it worked well. Before I start making a bunch of models, I’m curious if there are some disadvantages to this that I don’t know about. Is there a performance penalty? Rendering artifacts? Colors bleeding from mips maps? Anything else?

Edit: Screen shots included of around 50 cubes rotating at different speeds and texture that shows an example of how I’m making the unwrapped mesh.


62507-rainbow.png

Just one man’s opinion, it seems like an OK idea.

Of course, it depends how many triangles you are using, like anything. If you mean maybe a few thousand on a face it should be fine right?

it would be interesting to see how shallow angle (anisotropic) issues work out - but you’ve tested that. Why not include a screen shot of your tests?

BTW “polygons” haven’t been used since like 1950 :slight_smile: it is simply triangles