On large scale projects like heavily customizable or complex avatars or entire map ports, you can get really overloaded memory and file size wise with every texture being a png.
A simple tool should be added that allows you to insert all of the materials you want to optimize into an array, and then go through them all and change all the extra maps to be jpegs, then check if the material is transparent or not, if not, make the albedo a jpeg too.
There can be a setting in the window to universally change every texture's crunch compression level too.
This would be a lossy but effective method to optimize.
It'd take along time to convert them all on large projects, but definitely still faster than manually picking them out and converting them.
On large scale projects like heavily customizable or complex avatars or entire map ports, you can get really overloaded memory and file size wise with every texture being a png.
A simple tool should be added that allows you to insert all of the materials you want to optimize into an array, and then go through them all and change all the extra maps to be jpegs, then check if the material is transparent or not, if not, make the albedo a jpeg too.
There can be a setting in the window to universally change every texture's crunch compression level too.
This would be a lossy but effective method to optimize. It'd take along time to convert them all on large projects, but definitely still faster than manually picking them out and converting them.