Heya! Thank you for your time!
Im building a boat for my friend. It’s a 3d mesh model made with blender, Im working on its texture.
The problem is that the High Quality texture is 50mb size (megabytes) clearly thats extreme… What is the average acceptable size for a texture for a 3d mesh model?
I can export any texture size, 3mb its very poor… while 13mb and 50mb are very detailed… what would be an average normal size?
@ItzMave can you please edit your posts when you have new information? Threads are poster boards, not instant messaging apps like Discord. There’s usually never a good reason to make two consecutive posts, especially since it bumps the topic up each time unnecessarily.
First off, your UV is really not optimized - you could probably UV unwrap that mesh a lot better to give you more texel space. Google it to find better methods, there’s plenty of tutorials
Also
When there are multiple copies of objects, Textures (and all assets) are instanced, as in, loaded into the game once. So it’ll be 20mb overall (or however many mb Roblox spits out after it’s compressed). Though additional instances of these assets have their own additional memory use, it’s minimal compared to unique assets only used once.
I think I get it! So, as it’s instanced, multiple copies will be 20mb plus a minimal additional memory use per clone. That sounds great.
About the UV unwrap, yet its not optimized yet, actually I used an automatic function to unwrap it quickly. I was just thinking on using the empty space to place more texture objects inside the boat. I think if I resize some manually and cover the empty spots with the other texture it will work fine.
UV unwrapping takes a lot of time, Im trying to use faster techniques.
Thank you so much for your help guys. So, 20mb its not excesive? how much would be excesive?
It’s actually better than this. I mean if you have one object using this texture, and the texture is 20mb, it’ll obviously use 20mb. But with instancing, having 10, or 100 objects using this texture will still only use 20mb (plus a bit extra, but it’s minimal).
So using extra texture space of other assets is really smart - this is actually known in the industry as Texture Atlases, and are used in a lot of performance optimization (even Roblox uses them for player rigs!).
As for what’s excessive - that’s hard to answer. Unfortunately as much as Roblox compresses textures, they’re still really heavy on memory use - so while 20mb alone isn’t a lot, you’ll find you’ll quickly get over 200mb with enough assets with textures (while 200mb alone still isn’t a lot, it’s rarely the only thing impacting memory use!). Just be mindful and regularly check your memory use stats in game
Yup, sorry, it’s hard for me to explain correctly. Thats what I meant. Uses only 20mb overall, and each new clone will only use a little extra amount.
So is known in industry as Texture Atlases? Great!! Sometimes is hard to find info without the proper names. Yup, its what Im trying to do, using all the space withing the texture, uvmapping multiple objetcts in just one texture. If we’re uploading 50mb of texture, lets make every kilobyte valuable!! xD
I will check the memory regularly! I promise. I dont get used to what is excesive and what is not… due that some ppl uses phones, tablets or pc’s… kinda the breach is wide long… I still feel that 200mb is extremely much for a phone in roblox… idk. It’s just about practice, check results, and learn to use it correctly.
Thank you so much Aotrou! This has been very helpful!