[flow_default] Transcription for 002 Texture Size.wav
Browse files- 002 Texture Size.json +12 -0
002 Texture Size.json
ADDED
|
@@ -0,0 +1,12 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"file": "002 Texture Size.wav",
|
| 3 |
+
"transcription": {
|
| 4 |
+
"audio_file": "002%20Texture%20Size.wav",
|
| 5 |
+
"text": "The next thing we want to take a look at are the texture sizes. So we don't want the textures to be too large. This is going to affect your game, uh, roughly. So we want to reduce the texture size we're using wherever we can and still maintain the same level of detail that we have. So for example, in the first 3D asset I have is the cobble and wood pack. And this is these are the textures. You can see the dimension is 1000 by 1000 and this is a 1k texture so you can see here this is the wood that we have and if we double click the texture you can see something called LOD bias and here you can also view the imported pixel sized texture and this is the displayed one. Now if you increase the LOD to, for example, 1, you can see that it halves the size of the texture. So now it's half the size. If you put it to 2, now it's halved again. Put it to 3, now it's very small. And you want to make the texture as small as possible in-game and still maintain the level of detail. So you can see here, if I it to zero again there's a big difference between zero and five. Okay so we want to change it in a way that we almost don't really notice. So let's say the player is this tall and he's looking down and now he's looking at this wood. Okay so this is the base LOD and we want to decrease this texture until we can begin noticing the difference. So now you can see now I notice the difference. I put it to 2. Now I can switch between 0 and 2. The difference is not large. So 2 is perfect for this texture and you can see we reduced the texture from a 1k texture to 256 pixels only. This is a huge performance save. You have to do this for all of your textures. Now we have done it for the base color texture. Now we can do it for the normal map as well. You have to decrease it to the same size as you did with the base color, so to 2. And the same thing with this one, reduce it to 2. Okay, so now let's save. Now you're actually using this texture even though it says the dimension is 1024, it's actually used as max in game 256. So you have to do this to all of your models. So going to the next one you have to adjust the water bottle and let's take another example for example the military wooden box. So I'm a player walking here I'm looking at this box and let's open this texture and try to reduce the detail. For the right way you can see this text is very blurry so we don't want to make it this small Making it 2, making it 1 and 0 So 2 is still very blurry, I don't want it to make it this blurry So make it 1 and 0 One is acceptable so we can actually go with a 512 texture So I just want to say that you don't really have to decrease everything texture. this close to it anyway. Okay, so the same goes with this branch and this starfish and this one we might keep at 1k and we might want to decrease it to 500. That's up to you and your choice. Okay, and if we are going with 512 or 512 we have with this one, we want to decrease it for the normal map as well and for the other texture. Okay, so it's all consistent. And the same thing goes for the bags and for the bottle and also actually for the grass and the ground and so on. And for the ground, this is very important texture. So we probably want to keep it at 1000. I don't want to reduce it. Only reduce models that are small and less important. So for example this cliff, I would never reduce it to 500. This is a large model and you can quickly notice if I reduce it to something small. So this is how you change the texture size and save performance.",
|
| 6 |
+
"language": "en",
|
| 7 |
+
"duration": 314.65,
|
| 8 |
+
"timestamp": "2025-11-26T13:54:14.166255"
|
| 9 |
+
},
|
| 10 |
+
"timestamp": "2025-11-26T13:54:14.172241",
|
| 11 |
+
"processing_time_seconds": 61.296658515930176
|
| 12 |
+
}
|