26 minutes ago, JoeJ said:You would probably globaly use the same modulo, e.g. (1024-32*2), assuming you have 32 texels on the broders. I see to limitations in comparision to your intended wide or high large texture, which would have also only one constant width or height.
But there is no way of automatically knowing which part of the atlas some uv's belong to. I would have to manually assign that.
In the strip atlas I would rarely if ever tile in the vertical direction so no uv' caluations would be needed there. The 3d objects would be exported with the uv's already in place.
QuoteYou mean it would limit creativity when level editing? You could automate this, the editor shows one large texture and a tool calculates slicing texture space and adapts UVs. It could even cut meshes if no good solution can be found. This should happen rarely enough to not affect performance.
(Note that i don't really know what you mean with parallax occlusion - in case that matters i might miss something.)
Workflow is a big concern to me, I like making it efficient. I will model and texture in 3ds max so I won't have a dedicated editor.
I'm starting to like the idea of having two 1024x8192 textures. What do you think? In the worst case I could go with 4 1024x4096 textures to be safe. That would be 12 textures (4*(diffuse+normal+info)) to manage per level but that is manegable.