Hi guys. Just a couple general questions regarding environment art.
1. I see people talk about using a “second UV channel” for things like rocks. Is this the same as just overlaying a tiling detail normal on top of your base textures in UE4?
2. When building modular, I see people say “it will scale up nicely” when using a power of 2. I get the principle behind that. But Why would you want to scale up any modular pieces at all? Like buildings or interior modular pieces, why would those ever need to be scaled up or down?
Replies
2. not sure how it corelates with power of 2, i guess i would need more context
2. No that would be dumb. All game engines uses metric unit system now. So then if you would have a 128 unit length wall you would need to apply 0.72 scale to get a 1m wall. However, having a 1m wall would enable you to easily scale to 2m, 3, or whatever, with simple numbers and no math needed.
You can add a 3rd or a 4th channel to do different kinds of blends if you need to. It does add to the overall vert count of your model and there are some shader/rendering costs associated with extra UV channels but that doesn't stop you from doing it when you need to.
More info about lightmaps in Unreal:
https://api.unrealengine.com/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html
2) I haven't heard of too many modular systems being built with power of 2 dimensions. That seems kind of odd. I can see scaling organic sets like rocks, rubble, cliffs, dunes, bushes and trees but I don't see how power of 2 would play into that. There might be some obscure mathematical reason? I would definitely ask more questions of whoever was saying that.
I do know that you can set UE4 to use a power of 2 grid as well since UDK used this. But that doesn't change the rest of the scaling in Engine so now like you said you're just doing calculations on everything. Again it just makes everything more complicated to build. Especially for corner or non-straight pieces. Metric is just easier.
This article states otherwise though so *shrug*
https://www.gamasutra.com/view/feature/130885/creating_modular_game_art_for_fast_.php