I'm making elements for a modular scene for Unreal Engine and I would like to texture the walls using two different materials, one for the inner side and another one for the outter side. So, I have added a different material ID to every side.
The problem is... what's the best way to make the uv mapping and textures for this simple model?
I just can imagine these methods:
1. Make a single UV for the whole mesh and a texture that includes the inner and outer side. The problem of this method is that I need to make a texture for every combination of inner and outter side possible (interior1+exterior1, interior1+exterior2, interior2+exterior1, etc.).
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2. Make a single UV for the whole mesh but every side will have its own texture.
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The problem of this method is that I waste lot of space in the UV.
3. Every side has its own UV and texture while all the wall is in a single mesh. I think this is the best way but I have never seen a model with two different UV in a single mesh. So I'm not sure if this is good or can cause some problems.
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4. The same than the previous method but every side it's in a different mesh. The problem of this method is that it will make the level design slower and complicated. Probably, I'll have snapping problems like this one:
So, my question is, is there a better method to texture a wall with two sides that allows me to put a material to on side and another one to the another side inside Unreal Engine?
Replies
I forgot that sometimes I overlap UVs when doing symmetry (making both identical clusters/isles overlapped). My idea is to make several materials for the same wall and then assign them during the level design to make different type of walls with a single model.