I am trying to create a texture of a large potter with the dimensions 12m x 3m x 1m. I have tried several ways of Uving it and bringing it into quixel for texturing, and they each present different issues when finally viewed in a game engine (UE4 / cryengine).
1st way of unwrapping = low resolution up close
If I unwrap the model altogether and keep it in one straight rectified (rectangulated) segment in the 1x1 UV space, then it comes to 24m x 3m x 1m. See image below. I bake it as 2048x2048. In quixel I use a texel density of 2048. When I texture this in quixel and then bring it into the engine it is blurry (low resolution) when I am ~3 meters away from the planter.
2nd way of unwrapping = seams
If I unwrap the planter into three separate parts, the length of the planter, and then the two curved ends (see image). I bake it at 2048x2048. In quixel I use a texel density of 2048. When I texture this in quixel and then bring it into the engine there are two issues: 1st, there is a seam (second image below); and 2nd, the texture resolution is blurry at ~1m away from the model.
free photo hosting
3rd way
Unwrap it quickly, don't bake it, and apply a single texture to the mesh that I tile in order to acquire a high quality resolution in game. I can't make a custom texture specifically for the model this way through the use of its bakes, but by increasing the tiling I can get the resolution to look good.
Does anyone have any suggestions, am I missing something in concern to the first two ways of unwrapping and texturing? Thank you.
Replies
@Brygelsmack
I guess I am just experimenting and trying to learn quixel. Specifically though, I wanted to try my hand at texturing a relatively large model. I guess texturing in the 0-1 area with anything less than a 4096 texture probably isn't the way to go when working with large models. Thank you for the suggestion of adding more geo; I will definitely do that as it is very low poly anyway.