Hello, I’m currently looking at a set of textures for a character that uses multiple materials. Each material uses its own texture set, and each texture set has 6-7 textures each (PBR Metalness workflow + Cavity Maps) this amounts to about 75 2048x2048 textures.
I’ve started to go through the process of creating a few texture atlases to optimize the number of textures used. This will later reduce draw calls when imported into a game engine (my intention, as this character was designed to be used within a game engine).
My question is this: Is more efficent to use a 4096x4096 Texture atlas and have 4 materials/texture sets or should I go with a 8192x8192 texture atlas and have only one material? How I think about this is that the advantage of using a texture atlas to reduce draw calls becomes a moot point if the texture is too big.
Any insight to this would be appreciated, my targeted game engines are Unreal Engine, and Cryengine. Thanks for the help!