The first option is suitable for high-end graphics cards (a lot of memory, and RAM to), the second one is a tile texture and the lighting map (there and AO) is also suitable for weak PCs.
Yes, something like textureAtlas is what I was thinking… My goal is to find a fast an relatively easy workflow in order to create static (mainly) scenes for a platform/exploration game investing as little time as posible. Using Cycles for lightning a low poly stile scene seems to give me exactly the finish I’m looking for.
The All in One texture approach looks straightforward at first glance but i’ll need a fairly big texture that includes everything with enough resolution and i’m not sure what’s the limit there.
OK…
You have a room - 8x8x8m (cube). You arrange seamless textures of 512x512 pcs, for every two meters in the 2048x2048x2048 pcs, the real resolution of the walls of the room. Then you bake a 512 pcs light map. And you have on the output one texture tile 512 (+normal, +specular), and one 512 light map. But if you want to bake everything in one map (textureAtlas), you only need one texture for the room - 2048x2048x2048 pcs (+normal, +specular) = three textures, to get to the same quality in texture resolution. If these are not large and simple scenes (one / two rooms) - then it is better to bake one big texture, if large scenes and many objects are static - without a tile seamless texture probably can not do - otherwise you will have to increase the minimum system resources to the PC.
Like in Mirror’s Edge®, combined - tile textures and one light map.
There is still a small nuance of lighting for large maps - with static lighting baked shadows on the relief (normalmap) - this is good and not very much.
Is basically a huge cave and an arch structure with the sun illuminating from outside.
I baked (diffuse and light/shadows) in a 4k image for texturing the whole place. I tried 2k but it was clearly not enough, too blurry.
As it is it has the same pixel density everywhere because I wanted to do it quickly and is still blurry. I suppose that for a final version I should redistribute the UVs giving more pixels to the areas that you can see closer.
Is a single 4k texture enough for a level like this?
Is it too big?
Can I bake the light and shadows independently and apply it on top to all the objects in the level while preserving each one with its own UV and texture?
I do not see the texture there - only diffuse colour.
Is it too big?
4k? 4096x4096 - probably a big, I did not see the whole scene. In general, in all offices there are PCs with minimal system requirements for the game - they will show whether it is big or not.
Can I bake the light and shadows independently and apply it on top to all the objects in the level while preserving each one with its own UV and texture?