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MetallicRoughness map has 2 channels but exported with 4. Wasting 50% instead of possible 30%
Normal map has 3 channels but exported with 4. Wasting 25%.
The text was updated successfully, but these errors were encountered:
@qwiglydee what format are your original textures? This exporter should try to preserve the input textures, rather than converting to something else. If it's not doing that, we should fix it, but we'd like to avoid converting lossless PNGs to lossy JPEGs, and leave that to other optimization tools.
Also note – it's common to use PNG instead of JPEG for normal maps, lossy compression will often cause artifacts there. The size differences between JPEG and PNG are not as simple as the number of channels involved, there are cases where PNG may be smaller – e.g. textures with mostly solid colors.
MetallicRoughness map has 2 channels but exported with 4. Wasting 50% instead of possible 30%
Normal map has 3 channels but exported with 4. Wasting 25%.
The text was updated successfully, but these errors were encountered: