What is the most efficient way of making maps for a building that has many wood planks/beams such as a medieval house/town house? I have a project still in progress that has 10982 polys. I want every piece to have as much detail as possible, but I feel that the way I have done things to this point were more tedious than necessary.
Say that I have 13 large wood beams that frame the building, for example. What is the most efficient way to handle UVs, textures, and normals so that I have as few files as possible? Are there issues for using a single shader/texture for so many objects?
I got a suggestion to retopologize the building as one object, but how would that work for a building with beams and planks protruding everywhere, among other objects, and for maps?
Maya, Mb, Ps, Quixel
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For example, instead of giving every wall it's own texture space, you would create a single wall element in your texture and map every wall with the same appearance to that one bit.
If you need to add some variety, you would create 2-3 different materials and blend between them with vertex painting to add stuff like wear and moss.
Another option if texture resolution isn't a big issue (eg. for mobile) you could just have separate texture files for each material type (wood, brick, window etc), apply them to objects/faces, mess around with vertex color and shaders as you like in your 3d app and bake it all down to a set of non overlapping UVs. Then you could go into Photoshop and add an extra pass of details to that baked texture. This way you can also combine it with your lightmap if you you're doing lightmapping.
http://wiki.polycount.com/wiki/Modular_environments
For the wood beams, there is no reason that every single beam needs to be unique. Maybe you make 1 or 2 unique beams, and duplicate them, adding variation by warming the mesh and such.
If it were me, I would make an atlas sheet of Doors, trims, windows, etc that would be used (not just on this building, but all variations of this type) and use tiling textures for the bigger surfaces.
https://www.youtube.com/watch?v=gyJKHmDAH2Q