Hi, I’m wondering if anyone can give me tips on best practices for creating textures for a 2.5D pixel art game. All game assets are flat planes with materials (flipbooks for animated assets). The textures are pixelated and small (max is 256x256px). I am not using mip-maps on the majority of them.
I am wondering if I must adhere to power of 2 texture sizes (I’d like to use rectangular/arbitrary pixel dimensions), and if/which texture streaming method would be most advantageous (SVT vs RVT)?
Any help getting me started is greatly appreciated.