Hey just wanted some clarification on UVing practices. I know that the entire topic includes so many different workflows and practices. But specifically for non-hero assets is it better to lump a bunch of assets into one UV set and therefore one texture set or is better to assign multiple shared materials to all of the assets and then just use tiling materials? Better meaning performance wise in UE4 and which is most common. Thanks a bunch!
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Edit: Or do you mean just combine multiple assets into one UV space like I mentioned above?
There are many methods, each based on specific limiting factors in your specific situation.
Best bet is to profile your game in action, see where the perf limits are bottlenecking, then edit the assets accordingly.
If you just want a general rule, work on limiting the number of different materials in use at any given moment.
And for the uniqueness, you can always use the strength of the game engine. For example, let's say you created modular brick walls. But when you start level design you will notice it is being repetitive at some point. To break this you can use decals or create some functional shaders in-game engine(Vertex paint blending with multiple materials) but still, you have to consider general optimization because more complex shaders also increase the performance costs. So my opinion is to use every opportunity whether in the modeling stage or level design stage to achieve a balance between quality and performance.