I am working on some modular stuff inside UE4. I have managed to create material, which I would like to apply to most static meshes. Now the texture itself is just a plane.
It is altough created and baked in substance painter. Now I did create a master material in UE4, which isn't so heavy taking into account that it is scaleable, can be offseted, using bump and is combining 3 materials into vertex paiting.
It could possibly get quite heavy if I had to create new instances for every new mesh. So my first question goes, whats the best way to texture multiple meshes with as little textures as possible. I dont think world position would work here as intended.
My second question goes for modeling itself - lets say I am doing a tower. Would it be better to do it completly highpoly (speaking of one floor due to modularity) and then decimate ( which might be quite heavy on pc), or should I just do highpoly parts as windows (decimate afterwards) and use flat surface for walls ? I always feel like if you dont do the highpoly, then bricks, cracks and so on will never fit properly. This is what confuses me so I rather ask straight away...