▲ | reactordev 3 days ago | |||||||
BS, Blender exports KTX2, your engine supports KTX2, Gimp exports DDS/KTX2, Substance Painter exports DDS/KTX2, three.js has a KTX2 converter. Using image formats for texture formats is amateur game development. PNG’s are fine for icons or UI or while you’re still trying to figure out what you’re doing. Once you know, you switch to a faster, no translation required, texture formats that load faster, support physical layers, compression, and are already in BGRA format. | ||||||||
▲ | socalgal2 3 days ago | parent | next [-] | |||||||
You should always start from source IMO. > Blender exports KTX2, your engine supports KTX2, Gimp exports DDS/KTX2, Substance Painter exports DDS/KTX2, three.js has a KTX2 converter. If you're manually doing this conversion from source images to shipping formats your wasting your artist's time, AND, you'll likely lose the source images since people will generally only give you what's needed to build. "Hey, could you tweak building-wall-12.ktx?" "No, It was made in Photoshop and I can't find the file with the 60 layers so no, I can't tweak. Sorry" | ||||||||
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▲ | exDM69 2 days ago | parent | prev [-] | |||||||
Note that KTX2 is a container format. It can contain uncompressed or compressed texture data. Some of the tools you mention might support "KTX2" but they won't compress textures for you, they just put the uncompressed data in a KTX2 container. And my out-of-the-box Gimp 3.0.4. doesn't have KTX export at all. Didn't check the other tools you mention. | ||||||||
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