Afaik is one drawcall per material it doesn't matter if that material uses more than one texture, but i'm not certain right now.
Judith don't know if you are saying you want to use 2048 textures but if so, i would not recommend, they take to much GPU memory and are heavier to render, specially for GPU's with 1 GB of RAM, if you want to get detail near a wall, then imo use materials with a detail texture stage, also imo 1024 is more than sufficient to most cases and in others a 32x128 (or even less) texture is sufficient, for example trims, railings, etc, using a 2048 texture in a rail for example is a total overkill, how many pixels does that take on screen? Almost none, but it's texture will occupy a large section of GPU memory.
No, 2048 textures are for initial "nice to have" version and beauty shots (aka bullshots or Ubishots ). They will probably get scaled down in optimisation stage, although I'm aiming for hardware like 2 GB video card laptops. I think these are pretty common these days, but might need to confirm that. Also, I said I'm keeping in mind texel ratio / pixel density, so stuff like trims will have textures scaled accordingly to maintain pixel density across all surfaces and objects. The ratio I use is 1:8 or 0.125 (which is 0.5 in DR's surface inspector, because editor's default scale of 1 is actually 0.25 ratio, as demonstrated earlier). That means a wall that is 256 x 256 will have a texture of 2048. Everything else will be scaled accordingly. A trim surface of 256 W x 16 H will need a 2048 x 128 texture, although it's better to have several trims on one square texture to save on texture count and to use video memory in more efficient manner. Not sure I'll need 16 different trims, but who knows
(Edit: page break, grammar, and typos)
Edited by Judith, 02 March 2017 - 04:29 AM.