I'm making a game environment in Unreal Engine 4. I will also be using Photoshop, Quixel Mixer, and Blender for everything. The game environment is more modular.
Is it better to have more objects (duplicated and placed around UE4 scene) while each object has more texture resolution and density detail?
Is it better to have fewer objects but sacrificing texture resolution and density since the objects are bigger and get less UV space?
What are the performance differences? What do game industry experts do? What if my goal for the game is to be optimized but look as amazing as possible? Does it even matter that much (especially with UE5 coming out and photogrammetry getting more popular)?
I would like to hear from you guys on what's the best approach? Is neither right nor wrong?
For example, your DOOM remake - the brick texture would be a tiling texture which you would apply to a solid wall piece as well as your window wall piece.
I hope I understood your question correctly.
Originally as shown in the post, I have one mesh for the floor which had tiling textures. There were some blurry details but it was easy to place and UV map.
Now, I wanted to experiment and break into 3-4 pieces 2X2 so the textures can have higher texel density and look sharper.
Now they look like this. Is this good?
I created an extreme modular ket like shown above in my previous response (4-floor pieces). It's not easy to place around, there are also tiny gaps in between in UE4 that shine 3d space which is not good, but the textures look good.
So I should make it be like 4 pieces instead of one or a bunch of squares which is inefficient? What was the UV map like for your 4 pieces? Was it a projection layout and a perfect square?
Thanks for sharing some modular kits and more info. I think I'm overthinking it for such a simple environment but I want to do good practice and use the best use of texel density, UV mapping, and use of static meshes as if I could make it into a much bigger environment if I wanted to. I just want my portfolio to be great so I can get a job asap.
Another thing that I notice that is really odd that could have to do with texel density is issues with displacement mapping and tesselation. Maybe it's just UE4 but it could also apply to other rendering engines or game engines.
For example, I have a mesh with a simple subdivision (just enough for tessellation to work in UE4 properly).
I created a material in quixel mixer. Stone tile material. I made one that is 2X2 square tiles. Then I duplicated the material and created a 10X10 version. I know that I could just take the 2X2 Square tile one and just tile it 5x in UE4 but look what happens. It looks awful. But the 10x10 version with no tiling looks great.
Displacement Settings for both materials: