so have been working on this for a while, but was mainly procedural textures. So if i wanted to bake them down in to textures
for a game engine, what woud be the best approach
here the archway has around six unique textures. should i join all the elements together and have six multi sub textures
or make 1 big texture sheet which would be a pain re tling the bricks. was never sure of the approach re modern games, xbox stuff we just made
texture sheets with all the texture on 1 map, maybe even 2 or 3 maps
any advice would be cool
so also yeah is it best to join buildings as 1 big chunk or maintain instances( for windows for example
will probably be a VR scene
Replies
Use trim sheets and atlases for smaller details, trims etc
How you split the models up generally isn't a big deal unless you're dealing with a lot of things - depends on the engine though.