Hello! I’m close to releasing my first app and I wanted to get feedback from an experienced Unity dev. I have studied terrain textures and packing textures, but I was not able to find answers to these three questions. Thank you in advance!
First of all, should my terrain textures all be square?
Second question, should I try to pack textures (including terrain textures) the same way that sprites are packed (into a single graphic)? This question comes from my confusion after reading about info and docs about Texture Packer in regards to 2D sprites and then wondering if my 3D game needs the textures packed. I also had read some articles that say that my textures are going to be messed up by Unity and that I should try to pack them onto a single sheet? If this is so, does it apply to materials too? Or is this just older versions of Unity?
My third question is about having a super-large Photoshopped terrain texture. I made an awesome terrain graphic (an aerial view artistic creation) in Photoshop that looks amazing when applied to my terrain, but it is very large. At 2048 by 2048 it comes out to about 30 MB of png data just for the one texture graphic, which covers most of the terrain (and I really would like it to be 4096 x 4096 and 100 MB png). My rationale is that I’m actually saving CPU power and memory because it replaces my need for prefabs and game objects because a lot of elements are in the texture so it looks like a real place and is based on aerial photos and that sort of thing, like in the distance it looks like buildings, roads, and even some trees and corn fields are out there, in the hills of the terrain heightmap, because of this texture. So this question is if the 30 MB for one terrain texture is going to crash in mobile? Or do you think this was a good move, by making it all in Photoshop so that it’s really just one texture applied to the terrain? And should I upgrade it to be the 100 MB and 4096 x 4096 texture or will that crash mobile?
Thanks again.