I hope to achieve some readability on the right solution to create .DDS format mipmaps for Unity. I used to be capable of create the file and efficiently import it into Unity, however I’m sure my workflow is much from optimum. I’m making a 2.5D RPG and am experimenting with utilizing a texture on a 3D aircraft for the primary character like this:
The paintings that I’ve had created is large, so I could make it work for any decision. I’ve some particular questions on this:
1. I do know that the feel’s needs to be powers of two, however clearly my character is just not an ideal sq.. If I make my characters top 2048, the width can be 1542. Should I simply have my 2048×1542 render in a 2048×2048 canvas?
2. I downloaded the NVIDIA_Texture_Tools_for_Adobe_Photoshop_2021.2.0.exe plugin.
Are there particular settings right here that I want to make use of? I’d actually similar to the settings which have the very best quality.
3. When this plugin creates the extra half dimension photographs, is there a high quality loss? If so, am I capable of open the created .DDS file and change the extra sizes?
In different phrases, might I export my very own 1024×1024 dimension and simply paste it onto the created .DDS mipmap?
4. For some motive, once I completed saving my .DDS file it was labeled as “decompressed”, even with the very best decompression setting chosen. Is there a motive for this and is that a problem?
That’s all I can consider for now…I’ve the paintings, however that is about it. I’m actually simply in search of normal steering on the finest solution to create the Mipmaps if I simply have the artwork prepared. Thank you a lot to anybody that takes the time to learn this!