I'm planning to high poly model the building in the following concept from Jesse Van Dijk
, and I'm wondering how I should go about unwrapping it. I know it's a long way off yet, but I want to model with the unwrap in mind.
(This is purely me practising, it won't be used commerically!)
My intended pipeline is as follows:
-High poly with even quads in Max
-Sculpt in Mudbox
-Bring back into Max for making the low poly version
-Unwrap in Max
-Texture in either Photoshop or Mudbox
-Bring into Unreal
It looks as if there are 8 'sides' to the building, should I model just one of these and then copy+paste it around? Also, should this one modular piece share the same unwrap?
Should the roof have it's own seperate unwrap, or should I just use a big texture map like 1024 or 2048? I'm struggling to visualise the layout of the UV map.
Thanks guys, I'd really appreciate some help. Getting my head around high poly is confusing!