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0 votes

I did a test with 2 voxel art tools, MagicaVoxel and VoxEdit, and both give me 2 completely different objects with their textures for a simple crate with some details

MagicaVoxel:
Around 400 vertex
A texture of 256x1 (exports the color palette as texture)

VoxEdit:
Around 250 vertex
A common texture where every face is drawn with it's texture

The thing here is that MagicaVoxel generates a few more vertex, but the texture is shared by all the objects who uses the same palette, so in the end, if I have 100 different models, all of them will share 1 texture of 256x1 pixels which is a ridiculous size

The question is, for performance, which is better? Have more vertex in your models but having only 1 small texture for all of them, or have less vertex and a texture atlas for all of them (which will end in a bigger file probably of 2048x2048)?

Godot version 3.5
in Engine by (83 points)
edited by

1 Answer

0 votes

I think I will go the MagicaVoxel way, reducing all game textures to just 1 texture of 256px X 1px will reduce a lot the amount of resources to load and Godot is able to run project with tons of vertex

Also, another trick I made is to use Blender to remove the faces that can not be displayed wich reduces even more the vertex count

by (83 points)
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