How do I properly channel pack texture maps for optimization?

Hey guys, I’m just starting out and have some questions I was really hoping someone here might be able to answer, and information at all would be greatly appreciated!

I’m trying to optimize my scene’s materials as I have nine materials with four maps each.

I’m trying to pack some of my texture maps for the sake of optimization, Im using Quixel’s Bridge to pack and export the materials, which sections of the RGBA parameters do I plug my material’s texture maps into?

I also wanted to try and bake in AO and cavity maps into the compiled map(s) but read Bridge doesn’t allow for this, is anyone aware of a way to do this? Or should I not even worry about those maps? I fear that even with having baked all the maps down that there being nine materials, adding even more maps might put me in a performance danger zone.

Are there any other texture maps I might really want for this?

Would it be better to opt for fewer higher quality compiled materials or more materials without the AO and cavity maps?

Below is a link to the best information I’ve been able to find on this subject, he explains some ways to do it with Photoshop or Substance Designer, but they seem time consuming and offer a lot of chances to screw it up, I feel there’s a better way out there! The author pinned a comment about using Bridge to pack them upon export which seems my best bet, but they didn’t specify which maps go into which RGBA channels.

Check out Ben Cloward on youtube. He has some good example use cases.

There is no formula - you just have to identify what the art must look like, then trim until you find the minimum necessary textures/materials to hold that look.

With bridge you use export settings to explictly assign textures per channel. It’s as easy as it gets.

It’s worth learning to do in photoshop too. Seems like a lot on the first few times but once you know it, you know it and it’s easy. Arm yourself with knowledge, friend.

1 Like