thank HJRS
I’ve noticed about these pdf
It’s really quite useful.
In Dota 2, has been loosely mentioned something about the resolution in the game characters
For this game, using Valve’s Source 2, the characters can not exceeds 512x512 (for texture and UV per character) and 256x256 (second material and UV for Hats, animated effects and weapons).
Then I concluded that a game like DOTA 2 is a cartoonized Moba game with a isometric view. And this is quite obvious, these characters are not meant to be seen too closely. Correct me if I’m wrong.
For a isometric or topdown cartoonized game Is more economical to starting with a resolution in 512x512 with one or two material and UV for each game character, typically the second material and UV in very low resolution (256x256) is used for smaller attached thing like a hat, weapon or animated tiled effects in masked areas in our character.
If you, moderator, allow me to add this link, it is a excellent beginning to understand a texturing process using only one UV and material at 512x512:
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf.
RyanB have mentioned 2 materials or textures: One for Head and another for body, and, it is looks a lot like what I’m achieving here. But this way I’m separating organic parts of mechanical parts, both, in two UVs or diffuse textures (Two materials), all at 1024x1024. This is a NPC only!. What do you think about this?
But for a third person game like Dead Space, Batman Arkhan Knigh or ARK Survival Evolved using character resolutions at 1024x1024, 2048x2048 or 4096x4096, using more than five materials and UVs? What do you think about this?