Fewer lights vs. smaller/fewer textures?

I’ve got a scene that is pretty typical for what I am doing: It has about 6 objects that vary in size from just under 1,000 poly’s to just under 4,000 polys. My scene has one moving light, and one fixed, directional light. I’m using 6 textures and six bump maps, one pair for each object, and I’ve baked AO in, but no other lighting because I’m “reusing” UV space.

My question is this: Am I better off keeping 2 lights in my scene and smaller/fewer textures, or, should I re-map the UV’s on to bigger textures (so I don’t re-use UV space) and bake in the lighting for the directional light? I will probably have to increase the size/number of textures another 25-50% in order to remove the directional light.

Is there a “general rule” to go by when making decisions such as these?

(Please Correct Me If I’m Wrong Here)
The way I understand it…

Per Pixel Lights are the only thing that really add up fast with lighting. A directional per vertex light is cheap.

If I recall correctly lights are valued by their alphabetical order then by verts vs pixel.

From:Cheap
Per Vertex
Directional
Point
Spot
Per Pixel
Directional
Point
Spot
To:Expensive

I’d go smaller textures and one or 2 lights. Ultimately it comes down to converting pixels to texels and the less pixel info the cheaper it is.

Cheers,

Howdy,

Maybe use smaller repeated ( where possible ) detail textures for each mesh, and a bigger lightmap texture for multiple or all meshes. Then use the 1 moving light only? Am I correct in assuming this could work in a leaner way?

Take a look at these examples from this thread: http://forum.unity3d.com/viewtopic.php?t=7008 this is done with lightmapping in whichever 3D app ( I think ) and no lights in Unity as stated by the creator.

JW

Thanks VICTOM, that chart will be useful in helping me decide how to use lights.

Thanks Jaydubs, it was that thread that prompted me to reconsider how I’m doing things.