Hello everyone! I apologize if this question has been asked before, I searched and couldn't find an exact answer.
I'm working on a small FPS game project un Unreal and am getting ready to start on some of the firearm assets. I plant to socket a lot of the weapon parts because as a future feature is want to players to be able to add accessories and swap out various components. What I'm trying to figure out is the best practice for setting up UVs and textures for weapons with replaceable parts? For instance, if a rifle has parts I plan to be swappable should the base rifle and each of those parts be split up to have their own textures, or would something like creating an overall atlas of modular parts be better?
Again this is something I don't plan on implementing into my game until much later on, just trying to wrap my head around the modularity aspect to save myself some future work. Thanks!!
Replies
The "universal" stuff that is swappable, like attachments, grips, optics, etc can stay on their own unique texture set, since they'll inherently have smaller texture maps, and will be a bit more performant (having an optic atlased with a rifle would potentially sacrifice texture quality/resolution if that optic is never referenced/called, may be safer to just have a seperate material/uv set for these)