so i was working on this piece here and as you can see, the walls all have dfferent texel density. How would I turn them into a consistent texel density. I am also very unsure about how to uv unwrap longer pieces inside 3ds max. I know like a square 1x1 wall should occupy the 0-1 space but what about a 2x1 or 2x1x3 wall ? How would I unwrap this to not make it look skewed and still tile? I tried reading jacob norris's modular environment but I didnt quite get it. Is there a way to have 3ds max show me a grid representing the outside 0-1 space? Again the brick modules are like 5 in one uv space so they occupy most of the space in the uv island but that makes the texel density across the thing incosistent
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BUT... I also think that making every block it's own unique piece is probably a mistake. Especially if you're using normal maps. It's going to make creating LODs a bit of a nightmare, you won't get the same savings as you would with simpler geometry. There are a lot of hidden verts that aren't going to crunch well and in turn make managing your FPS a bear.
I think you should create a few straight sections of those blocks out of rectangles, bake them down to something that has enough polys to hold the interesting shapes but not so simplified that it's just rectangles, you can do that for the lower LODs if you need to. Then rotate and flip those sections so you get variation. Then make some arches and any other trim that you need.
As for texel density, you want to get them to match as much as you can but it's not a perfect science, somethings don't need to be the same size and others might require a bit more space. In 3dsmax it has a normalize shells button that makes them all the same texel density, I think Maya has something similar but I can't fire it up right now to check. I think relaxing everything at the same time also normalized the shells in both programs.
You can use smaller bespoke parts to break up repetition, mixed with with maybe something like a vertex colour blended shader and decals.
Create a 100cm x 100cm plane. Duplicate it, one for each modular piece. Attach one to each modular piece, aligned to same place on each one. Use Snap tool. Bottom corner? You decide, as long as it's consistent.
On the first piece, select the 100x100cm plane element, and add a UVW Map modifier. Use the Fit option, then make sure the gizmo scale values are exactly 100x100. Then delete the plane element.
Repeat for each modular piece.
There are other ways to do this too.
That gives you a decent base to start from - all the densities are correct and it's easy to shift stuff around.