Hello, I am making some assets for a game. I am still very new to this and I have run into some problems regarding the uv maps. I am not sure I'm doing this correctly. My assets are on the larger scale, height or width being usually around 3-4m. I try to keep the texel density at 10.24 with a 2k texture but can't fit my object in the uv space this way so for some objects I made multiple uv sets (udims?) and for one of them I have used a 4k texture. Of course the final textures will be lowered if they look fine but I am afraid it might cause a problem in unreal engine? especially the multiple texture sets. I can't repeat a lot of my texture because the objects need to have dirt/rust and I don't want to it look too symmetrical so I have to use separate uv shells.
Thank you in advance.
I wanted to learn more about texture masks so I used them on this church for dirt/paint in combination with tiling textures.
Check out Dylans awesome tutorial about multiple UVS if you need more info.
@toxicsludge77 I have no idea what most of those terms are XD I will study the series you send me and see if I understand anything! I will ask if I have other doubts about the specifics. Thank you all!
Okay, I don´t really understand how to do it. I don´t have a structure with walls or buildings, it´s like one of those playground slide things and it has various parts that I need to bake so I´m not sure how I´d go about tiling them. I did watch the tutorial but I didn´t find something that I could apply in my situation. Is there something I´m missing?
That kind of prop is tricky, and in this case it is probably appropriate to allocate an extra MatID to handpainting it with a sufficient density. Do consider whether you really need to bake it though, maybe you can trade geometry for texel density and use tiling or trims on some pieces of it?
Probably worth posting what you have and what you've tried so far :)
A rusty playground set could be done with tiled textures, vertex-painted blends, and modular trims.
A few pics would help.
for example like these big ruins from GoW https://www.artstation.com/artwork/2R36a
I do expect that breaking that sort of slide object down into a few parts and making a trim for it, then constructing the final low poly after that would probably be best rather than unqiely baking everything.