I always woundered about the minimum size a texture should have, be it for render or game purposes.
Take the example of a cube to which you want to assign a color through a texture. Imagine you don’t want to use the cube’s material color, only the color in a texture through a UV map. So should this texture be 2x2, 4x4, 8x8, 16x16, 32x32, 64x64 pixel square?
Where can I get more information on how this works for the graphics card? How does Blender deal with this?
Well it looks like 2x2 works fine for solid standard color. I don’t know if this is better than Blender Material color.
Yeah, that’s exactly what I don’t know too. Can anyone clarify this? Because for render or game things can be different.
do you mean “game things” as in the Blender Game Engine or for a separate game? Seems some games have issues when you use super-small textures, some don’t.
I care about the Blender Game Engine So how does it deal with super-small textures?
depends how close the camera get to the object
but also if the texture is other thing then one color only
try it with a image texture texture and see what it gives as distortion
i think function of the distance to the camera and size of render you need to size the UV map as per the biggest render you need on screen
so if you need 1/2 the screen then you probably need a UV map at least 512 X 512
or you will see some distorsion on the render !
do some test on this and you’ll see