From the course: Unreal: Substance Designer Workflow

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From the course: Unreal: Substance Designer Workflow

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- [Instructor] One of the great things about the Substance Archive we're going to be creating is that, on one hand, we had the procedural generativeness of the network we've built, but then, all the maps that we've sort of baked out and computed ahead of time, the ambient occlusion, the curvature, etc., those can actually be packaged up and included in that archive file, so there's a mixture of baked things and sort of the generative stuff that we're using and we can change parameters of within Unreal. What we want to do is we want to make sure also to have this file be as efficient as possible. We can control the image compression of the images that are embedded in our Substance Archive, and by default, everything's set up to be sort of a raw uncompressed image format, which you may want for a specific reason, but it makes the archive sizes considerably larger, so we can also use a JPEG compression, and for things like our ambient occlusion and curvature and everything we're dealing…

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