- For most models, auto generating is fine. Things that the player will frequently bump up against may need custom collision.
- If you are baking normal maps, you want to triangulated your meshes first. If you are using tiling normal maps, it doesn’t matter.
- I use the same packing as Substance, a RGB for the Base_Color, a packed RGB using R=Metallic, G=Roughness, B=AO. If you don’t need metallic for a particular model, you can use the metallic texture for anything else (generally masks).
[TABLE]
Base Color
sRGB
Base Color
OcclusionRoughnessMetallic (Green Channel)
Linear
Roughess
OcclusionRoughnessMetallic (Blue Channel)
Linear
Metallic
OcclusionRoughnessMetallic (Red Channel)
Linear
Ambient Occlusion
Normal
Normal
Normal
- Making smart use of tiling textures can save memory and increase the texture resolution the player sees. Generally you’ll use both unique and tiling, sometimes both on one model.