I made a wall unit in Blender and I'm at a complete loss on how to texture it. I can't seem to get enough detail in the model if I separate all of the uvs on one map. Since this will eventually be a game (arcvis) piece, I was wondering if it is acceptable to use multiple textures for one model.
Also, is it common to use more than one uv map for game models?
Replies
Its also a case of six of one, half a dozen the other sometimes. For example, if you only need 696 pixels high of space total over, say, 7 UV islands, then what makes more sense? A 1024 pixel high texture, or a 512 pixel high and a 256 pixel high texture? Well, one is more memory, but less calls. The other is less calls, but more memory. But then, you may be able to fit other things into that texture, from a totally different model... But again, that may actually be a bad idea, because batching and mipping etc comes into play, as well as the fact you may be loading a 1024 pixel high texture for a 100 pixel high asset when the other parts are no longer needed.
So it all depends on the circumstance. Theres no one "real" way to do it, because you need to look at what you're doing first, and then apply the rules to that. As a rogugh guide I would say that its ok to use two uv islands on this piece, as its a large asset and will have both seen at the same time anyway.
I dropped it into unity for a quick check. As soon as I figure out how to add it to UDK with multiple materials, I'll post the results.
http://www.game-artist.net/forums/support-tech-discussion/17764-multiple-material-ids-uv-channels-universal-ao-map-max-udk.html
As for the lighting issues in UDK; if your model is not triangulated this could be the cause of some lighting issues, maybe some vertices that are not welded (and in the exact same position).