Skip to content
This repository has been archived by the owner on Apr 20, 2024. It is now read-only.

Saving Textures

TehMerow edited this page Jan 27, 2021 · 1 revision

Saving textures are pretty simple, probably done it a million times but there are small things that can be done to make your file sizes slightly smaller or better to work with

Don't save Normal Maps or Heightmaps as JPEG

This might seem like the simplest way to to save on space, however jpegs tend to have a lot of noise in them which will make your normal maps and heightmaps look gross

If your normal maps have a lot of detail however, maybe it's really noisy already like it's dirt then jpegs will work fine

When saving as PNG you probably don't need that Alpha Channel

If your baked textures have no transparency there's no reason to save it with the alpha channel

Under the save window in the properties on the right and PNG file format is selected, right under that is the Color selector. If you don't have transparency in your baked texture set it to RGB instead of the default RGBA

Roughness, metalness, specular, any texture that doesn't contain color probably shouldn't be saved as RGB or RGBA

Like before, if you texture doesn't contain any color data there really isn't a reason to save it as RGB or RGBA.

Under the save window in the properties on the right, under the file format selector there is the Color selector, right there you can change it to BW.

This affects:

  • Metalness
  • Roughness
  • Specular
  • Clearcoat and Clearcoat Roughness
  • Transmission and Transmission Roughness
  • Heightmap
  • Any Number value opposed to a Color Value

The importance of Non-Color data

Many types of PBR values are non-color values, One might think that saving these values as sRGB might not be a big deal but surprisingly it is. This is why this add-on will generate textures as either sRGB or non-color because it's important to save them as the appropriate color space instead of importing them and changing the color space