Texturing on a tight budget
on 09-13-2011 06:43 PM
I'm working on a project with very limited texture space for a large object. I can have one 1024 map and one 512. One needs to be diffuse and the other for normals. In the Infinity Blade talk at GDC, they said that they used large normal maps and small diffuse maps for their textures to maximize the detail for a small screen. I would have thought to do it the other way with a large diffuse and smaller normal map. So my question is, which way is considered standard for a situation like this? I plan to try both anyway, but I am curious as to how others have done it in the past.