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Textures

The following sections should be used as a guideline when creating textures.

Power of 2

We recommend using textures that use a power of 2 resolution for optimal performance.

What is power of 2?

It is a set of simple criteria ensuring 2D image assets conform to regulated sizes and dimensions, which typically manifest as

  1. Width and height being divisible by 8
  2. Width and height that can be doubled-up or divided-down by 2.

A few examples of power of 2 textures are: 512x512, 1024x1024, 2048x1024 etc.

Background Shader

Using the "Background shader" in Blender improves performance inside the Vatom Spaces platform. This is usually the best option for models with baked image textures and simple images in the scene (e.g. planes with a texture).

Distant Texture Resolution

Lowering the texture resolution for areas that are far away from the user will significantly improve performance. Below is an example of reducing the texture resolution for objects that are further away from the user.

Resolutions each texture should be based on distance away from user

The resolution for a single texture should not exceed 2048x2048 and should be an optimized JPEG image. If the image contains alpha value data, then a 24-bit PNG should be used.

UV Mapping

Faces that require more detail should have their UV coordinates take up more space on the texture map than those that do not require as much detail.

For example: the face of a human character should have more detail than the rest of the body, so it should take up more space than any other body part. Below is an example of a human character UV map.

As seen above, the face takes up a third of the texture map, allowing for a higher level of detail without increasing texture resolution. Image courtesy of Autodesk Knowledge Network.

Texture Memory

There should be a maximum of 256 MB of texture memory visible at the same time for optimal performance.

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