Hello, can someone explain how engine works in situations which I will try describe below.
When I’m making uv maps and texturing I always wondered how much memory (ofcourse video memory) takes in situations when my meshes have different uv maps?
I’m interested in such variants:
1. I have cube with uv map where every face placed in different shells
2. I have 3 object which shares the same texture but placed in a level with different counts (for example 5 cubes 2 toruses and 1 pyramid)
Is it better to place faces above each other or I can freely place faces into a different shells? How to make cheaper for computer
About compression, in my pc i have normal map with the size 2112 kb, but when I place it to the project it has size ~5000 kb. is there a way to avoid such compression or it is normal situation?
And my last question is about resolution of textures. Can i use non-standart resolutions like 768x768 or 237x237?