Hi,
Normally you use in Games Tileable Textures for big Buildings (because of the Texel Density) so my Question is do you use the Textures on the WHOLE Building so for example Tileable Textures on the Building itself, on the Window Frames, on the Glass, on the Doors or do you use for some pieces the UV's like for the Building you use Tileables Textures and for the Door UV Textures
I hope you could understand my Text
Replies
http://wiki.polycount.com/wiki/Modular_environments
strict adherence to texel density is not about how many pixels there are per metre, it's about making sure that the scale of detail like bricks, bolt heads and other such visual references are consistent and believable.
If an artist knows that a tiling material is designed to cover a 4m square then they know how to UV it so that it fits with the assets that the rest of the art team is making.
The fact is that as soon as somebody improvises and decides bricks are 10% bigger on this building it fucks up the player's perception of scale and makes the whole scene look wrong
Once you start looking at 60-70 artists you can't rely on judgement because it becomes very difficult to validate the results - also at that point there's so many people that your team's average quality level is going to be by definition average - you don't get 70 rockstars in a team of 70 people.
in a small team where there's implicit trust you can afford to be more flexible but if you're talking about 2-3000 assets coming from outsource/large internal team you can't afford to take chances on things you can't write automated tests for.
As such a fixed td makes highlighting potential TD and scale issues easy and leads to a better chance of catching problems before your game ships.
I realise that this isn't necessarily an issue for an individual but from my perspective ( the person who designs the pipeline youre using) its an important consideration