Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now.
I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel.
Three textures now packed into one, saving video memory during game play. PBR textures can still be authored separately, the engine can upload these and pack them appropriately on run.
Back in the day when I was a member of a prestigious business software association and discussion forum, occasionally people would share pictures of their office space just for fun. Here is a one part of a wall in the cybernescence game studio.
The steampunk lamp I built myself from an old paraffin blow torch 🙂