My friends and I are trying to make an fps game and modelling part is almost finished, we are really stuck on how to approach texturing. Our buildings in environment are based on real location and to make them unique and as close to reference as we can, we did not make them in a modular way.
This is how one single building looks. Problem 1
:- if i take this building into substance painter the overall quality reduces when i import it in unreal and walk close to it even if i texture with 2k sized maps. and by taking every building into substance painter individually it becomes hard to keep a consistent texel density. Even if i try to divide this building into multiple texture sets, it will be harder to manage so many textures since the overall map has 98 different buildings.Problem 2
:- If i try to decide a texel density first and then use seamless maps to texture, I don't know a way to hide obvious visible repetition.
i have to make the red part of same concrete material but it looks really plain and repetitive like this.
I want to make it look something like this.
how can i make similarly eroding like this picture has near windows if i want to use small sized tileable textures.
And if I texture it in Substance painter using 2k or 4k textures, won't the size of those maps multiplied by 98 buildings make it laggy and heavy?
My greatest thank you in advance for any help!..