Hey all, I'm teaching myself how to use the unreal engine. I created a complex car I wanted to rig and try and drive around in the engine but I wanted to texture it first. My question is, how many UV maps should I create for this car? It has an open cab with many accessories and an interior. Should I put all of the car assets on one UV map and the accessories on another? This is going to be a portfolio piece and not part of an actual game. Any help would be greatly appreciated
You could easily split this down into multiple uvmaps, and its a common approach with such a complex asset, especially if it meant to be a hero asset. You could split it into like paint, metals, interior parts, tires, translucent parts, etc. Having 10-20 materials on a vehicle is fairly common. This way you can reuse a material library on all of the vehicles in the game. But it depends on some things as usually... And I know this isn't for a game but I think its still a good idea to do it in the usual way.
I'd try to use tiling materials wherever its possible.
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I'd try to use tiling materials wherever its possible.
There was this McLaren, and Epic released its materials for free:
https://www.google.hu/search?q=mclaren+unreal+engine&client=opera&hs=bRp&source=lnms&sa=X&ved=0ahUKEwiv1oH92afVAhXkdpoKHd5cCFAQ_AUICSgA&biw=1920&bih=980&dpr=1
Materials:
https://www.unrealengine.com/marketplace/automotive-material-pack
This should give you an idea about how to approach the texturing and materials of a car.