I'm making hard-surface models in blender I'll be using for a game made with Godot. I often make models with blender's mirror modifier, which automatically stacks your UVs. That looks great until I've finished the normal bake and want to texture edgewear, which does not look good with symmetry. To make this simple for these kinds of models, I was thinking of doing the UVs before I apply the modifier, and after it has been applied the other half of the UVs can be moved exactly one tile up on the V axis, making a rectangular UV for textures like 1024x2048 and so on.
Would this be a good way to approach it? Alternatively I was also considering putting the edgewear on a second UV that's 1:1 but using a lower resolution texture, with the normal being higher res. But I think this might be less convenient.
Should also note that I'm a solo dev making a PC game, I don't mind sacrificing some performance for a faster and less destructive workflow.
Replies
IIRC there are some specific compressed formats that only support square pow2 sizes, but that's a very tiny percentage.
Using lower-res supporting textures is a good idea. Often the RMA (rough/metal/ambient-occlusion) texture can be lower-resolution than the diffuse or normal. Masks are similar.
UV interpolation can be a bit of an issue in some circumstances. It's not something you'd necessarily notice unless you're trying to draw smooth lines in your textures (eg. race car livery).
You won't see the issue until it's in engine since your DCC works at much higher precision than most engines.
Using high-precision UVs in Unreal mitigates it somewhat but does significantly increase the memory footprint of the mesh (not sure if Godot has an equivalent) - you can also mitigate it by trying to keep your UVs running along the cardinal axes
in addition...
Texel density is much harder to calculate (you need orientation information for the UVs)
Anything in your shaders that involves UV manipulation (Tiling rates for detail textures/noise etc.) is more complex to set up
Substance designer/painter can get a bit fiddly with non-square textures - it's easy enough to work around though
If you're working largely with bespoke textures and simple materials you shouldn't encounter any issues