I'm just planning the creation of this building. It'll be the centerpiece of the scene. I am just wondering on the best practice in terms of texturing it. It's pretty unique around the entire building, so the use of modular parts will most likely be quite limited in their usefulness.
As opposed to making a bunch of uniquely textured modular parts, I'm thinking of creating a bunch of materials (brick, stone, wood etc) and masking the materials on the model in UE4. Is this a good idea? What are my options to approach this?
Also what is generally the largest type of asset I want to bake a normal map? So for the stone pillars, would I want to bake them? Or just use a relatively high vert count and use a tiling map? Or perhaps bake and then overlay a tiling material?
Thanks
Replies
Some games may use atlas-ing, some may using masking. Depends on the design principles.
If this is for a portfolio piece, I recommend going with whatever method will allow you to accomplish this with the least amount of resistance.
It is less about how many UV channels you have and more about how much data is packed into each vert per channel. That is a balance you must strike.
Does it add to the vert count if you have the same UV seams? I thought I read somewhere that it didn't.
Edit: nvm I confused uv seams with the actual verts. Derp