Friday, September 23, 2022
HomeGame Developmentsprites - Workflow For Manually Creating .DDS MipMaps For Unity?

sprites – Workflow For Manually Creating .DDS MipMaps For Unity?


I’m hoping to realize some readability on the correct technique to create .DDS format mipmaps for Unity. I used to be in a position to 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 airplane for the principle character like this:
enter image description here

The art work 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 will not be an ideal sq.. If I make my characters peak 2048, the width can be 1542. Ought to 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 would actually identical to the settings which have the very best quality.
enter image description here

3. When this plugin creates the extra half dimension photographs, is there a high quality loss? In that case, am I in a position to open the created .DDS file and substitute the extra sizes?
In different phrases, may 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 best decompression setting chosen. Is there a motive for this and is that a difficulty?

That is all I can consider for now…I’ve the art work, however that is about it. I am actually simply on the lookout for common steerage on the finest technique to create the Mipmaps if I simply have the artwork prepared. Thanks a lot to anybody that takes the time to learn this!

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