I've graduated to the next level in my building design pipeline and I feel like I am getting closer to having a working flow. However, I still have some issues that I'm not sure how to resolve. Hopefully the wise people of this community can help me out!
Let's begin with the objectives of my model.
-The player is supposed to be able to zoom into the model from above and the respective floor's exterior should fade out leaving only the actual interior floor visible. As a result, I have an exterior group and in interior group of meshes for the top floor and the first floor.
-The people of the city/town should be able to open the doors, interact with objects inside, go up and down stairs.
-I want the "exterior assets" (the logs, the lamps, the bucket) to be part of this prefab but also be independent enough that I can use them in future projects or even placed within the scene.
1.) Below is the .fbx file pulled apart in Unity. I have a very basic understanding of Unity at this time. I grouped the exterior/interior floors and other parts in Blender so I could consolidate their UVs. Exterior_assets, floor_first, floor_second, and stairs all have their own atlases. Any alternate workflow suggestions?
2.) I have been running through the texturing process in Substance painter. So far it's fine. Although, as shown in image two, I'm not sure this is the best way to texture all these smaller meshes like the bucket, logs, metal sheets, etc. (potential solution #4)
3.) How can I do this^^^ differently? I like that I have consolidated this building down to 6 maps. Could It be reduced to fewer maps? Additionally, is there a superior way to work on the exterior assets to allow them to be part of this prefab but also independent enough to be used in other assets? I may have answered my question, I googled this video and it seems encouraging:
4.) I could potentially make all the smaller items separately and than put them together in unity and make a prefab there. With that in mind, that leads to the final question, is there a better way of doing this:
I started working on this with the above prefab joining idea in mind. I can't think of a better method of working on all these parts shared in the map, it feels messy and layer intensive. Any suggestions or is this the best way to do it? (note I do want to keep these assets consolidated on the same map for efficiency.)
5) BONUS (woo!) Potential graphics issue
. The interior ground floor and the exterior walls share that space and they have this affect. Will that be an issue down the road? If so, I guess in future models I can push the exterior walls out a little bit and hopefully that will resolve that clipping issue.
Thank you! Hopefully this wasnt too confusing!