With a building like this, assuming each color represent its own material, it would seem the most appropriate solution is to texture them using uv island stacking and tiling textures?
Even with rather low Texel Density (64px / m), the full building unwraps to around 8~9 UV coordinates; I don't see any other solutions, unless I go with a very minimal art style.
Thoughts?
Replies
One way would be to use UDIM textures. you basically layout your model into more separate UV islands. Some info here: https://www.youtube.com/watch?v=97cgbOCfk9A
Another way around would be to just unwrap your model and asign seamless textures to it. This is more efficient way. The way seamless textures work they just look sharp even on huge objects. You can furthermore edit rotation or scale in you render engine.
@Eric Chadwick yeah actually this piece is constructed as a quick reference for modular pieces, hence it looks ripe for modularity, haha.
I am wondering if nowadays artists have alternative solutions when they are not going full modular.
For example, Animal Crossing, since their buildings are explicitly non modular, I wonder if they just create them like a prop. (I guess their use of low frequency textures is not just an art style, but also to hide that limited Texel Density).
It's not smart to use UDIMs for game environments, too much memory use and slow to download the game and slow to load the level. If you want to render only, not make it realtime, then do whatever you want.
But as Eric said, there is a good amount of moularity possible on your reference and end result too.
The windows for example, I would delete all but one window, UV it and copy it around. Or the wings on either side of the front door, do one and mirror it.