Hai. There is a modular element (house wall). It consists of logical separate elements (materials): Facade - wooden beams, cladding. Inside - a wall with interior decoration.
Please help me point out the best way to create such an object with different materials.
Create different objects, texture them, then stitch them together, removing unnecessary parts? (here, I beg you, clarify to me how the unwrapping and textures of objects will be arranged after they are combined)
Or just make a ready-made module and texture it as a unique object?
(but then we lose the possibility of texture variability, their replacement)
Or do the texturing adjustment by masks in the material?
My head is porridge, I can not understand the correct, optimal approach. I feel a lack of basic knowledge, please suggest some literature, courses that describe pipelines, and mechanics why this way and not otherwise.
Thank you.
Replies
If you are making a model only for portfolio display, then the approach does not really matter. Just make it look the best you can, and within reasonable real-time limits. But don’t worry too much about the technical parts. Appearance is 99% for portfolio.
If you are making for a game or other real-time interactive delivery, then the technique will matter a lot. For that kind of technical guidance, see the resources here:
http://wiki.polycount.com/wiki/Rendering#Rendering_Articles
To answer the questions yourself:
build it (rough)
look at what you built, work out the optimal* way to build it
build it again properly
* defining optimal is difficult: for a portfolio piece it basically means 'most convenient', for a given game project it depends a lot on factors that are out of your control