... you use in your projects?
just curious about if Blitz will handle a couple of 1024x512 textures without complaining... i'm not too happy withthe details of the current sub skins, and am looking at using higher res, bigger texture images...
does anyone use big texture maps?
--Mike
I've used 2048 by 2048 before - not my textures though - ate a lot of memory methinks.
for lightmaps and such I use up to 1024^2. Most modern cards can handle 2048 AFAIK, but on some cards this will be downscaled to 1024, so I don't use 2048.
For materials I never use more than 512^2. You may add an additional texture layer that has a fine grain structure to prevent blur on close up objects. Because, whatever you do, at some distant every texture will become blured.
I would also suggest to use good UV mapping. So if you are mapping a sub without tiling then don't use a square texture, but eg. something like 1024*256.
The issue is not that bigger textures are not supported, it's more that bigger textures are slower. Compare render speed with two 1024x512's with the same scene using four 512x512's and see which is faster. I don't know, but I have found some odd anomalies with this, like being able to render nine small textures faster than one larger texture ( small ones too! ) but this is going to be videocard dependant, I'm sure.
The largest textures I use are 1024x1024. Typically the top-most mipmap for a texture that large isn't used though, so I don't use that resolution much.