I’m thinking of turning pieces of my meshes into separate objects (even if these pieces won’t be animated) to bypass Roblox’s 512x512 texture size limit, but I’m wondering if that could lead to any issues in the future, maybe with performance or a huge visible difference in the texture resolution of the pieces since they have size differences, etc. In general, is this bad practice?
In this case, instead of having only one 512x512 texture for the whole gun, I would have one for each piece, adding a lot to the visual quality of the rifle’s texture.
Also, I’ll do this for a lot of weapons if the amount is important to answer this.
5.5k and below (you can see in the statistics at left on the images)
So if I separate a high poly gun into 3+ pieces the impact is bigger than doing it with a really low poly one?
I’m not worried about the impact of the textures themselves, I’m worried about having a gun being 3+ objects instead of 1, I want to know when this becomes an issue, or if it even is an issue.
Pretty sure it’s not an issue.
Like stated in the other post, it comes down to the number of tris and your graphics card’s ability to render them.
So 1 mesh gun with 1 texture vs 4 meshes and 4 textures joined by 3 welds. Probably not much of a performance difference.
Could you cut down some of the tris by adding the detail to your textures?
Thank you for the insight, it makes sense, breaking meshes into pieces also makes the UV unwrapping a lot easier
Yeah, I could but I’m not worried about the triangles since I’m not planning to make big servers, nor making all weapons be in the game at once, only 2 or 3 per player.
Also, turning mesh detail into texture detail is not that easy, 3 to 5k tris is already quite low-poly. I don’t think I have the skills