I'm slightly confused what the best practice for texturing and UV'ing a house these days are. I did a lot of reading and there's so much conflicting ideas that my brain couldn't make a choice on how to move forward with confidence. Is atlases mostly out? Do I attach everything together, create different ID's and use tiling textures? Even for window trim? Do I create a lot of parts and keep the UVs on separate sheets and import all these parts into ex ue4? How are drawcalls calculated based on having all the house as different parts rather than one whole mesh? Is the lightmap quality poor if I choose to attach everything together? Should I choose my approach dependent on game engine in use?
In ue4, which will be my target engine in the end (though I want to create some assets in the process for sale to try to get some cashflow for my project) I know I can just create different IDs so to get different materials in the engine to use, and then use tiling textures as instances to create change, but again, do I attach every part of the house or keep them separate? I'm not really aiming for a modular workflow when it comes to these houses; I feel limited in design if I do so and need a lot of unique buildings. I might re-evaluate this.
Any input, links or anything else much appreciated. Image below is of a house I'm currently modeling.
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Personally, I'd break the asset into sections and uniquely UV each one, whilst trying to re-use textures where I could. So you could break the roof into upper and lower, the walls, the floor, windows and doors, etc. Or combine the techniques and have tiling textures on the walls, floors, roof tiles, or what ever combo. Once you set up multiple part's pivots in Max it's easy to reassmble in UE and create a blueprint for the whole house.
Ther's other factors, like how expensive your materials and shaders are but lets keep it simple. So in your case a good compromise would be to break the building up into big chunks that use as few materials as possible each. For instance, one mesh for the roof, one for outer walls, one for the interiour. But as i said it's always a compromise. Ther's valid reasons why you would rather keep it in one piece or in smaller pieces that allow more variation and creativity. It's up to you and in the end it ties in with everything else that's in your scene or game. You might be able to afford more draw calls or traingles on that house and save them somewhere else instead.
Then ther's optimization tricks, like reducing number of materials on your lods, using a proxy lod (combining meshes and baking everything down onto one material) for your last lod step etc.
What i wrote is also just scratching the surface. It's a very complex topic and i only understand part of it myself even tho i've worked on a whole bunch of games already.
http://wiki.polycount.com/wiki/Rendering
Also some info here
http://wiki.polycount.com/wiki/GameRenderingTerminology
http://wiki.polycount.com/wiki/Shaders_for_Artists
And we have some good resources here about different ways to make buildings for games. Like it's been said, it depends on a lot of things which way you choose. Good to know how different people approach it...
http://wiki.polycount.com/wiki/Modular_environments
Interior walls will also have their own tiling sheet in the end.
It's coming in all fine, I can set my material for the second ID on the window as I had hoped, but I didn't need to assemble anything. It all came in together and worked nicely. Quite strange asking if you did something wrong when everything worked out fine, but did I do something wrong?