I am modeling in Blender to use the meshes in UE5.
The walls and cliffs that bound the scene should be made with a plane with displacement (high poly baked into low poly) or should it be a 3d object? I am talking about meshes that we will only see from one face, we will not be able to go around them.
A plane would mean less polys than a 3d mesh, but also I fear there might be light bleed problems and tiling problems. Also, to change angles would be a problem. Plus the tiling pattern is quite noticable. I could deal with angles and the tiling pattern by introducing 3d meshes at the corners of the plane.
A 3d mesh would give variation to the cliff, since you can just rotate the mesh in any direction and create instances of it, so you could have a lot of variation with a few cliff meshes. But that is also more polys.
Also, should textures be left procedural so that we can rotate the mesh and scale without loss of detail? Think about procedural masks like edge masks, pointiness, etc. that I would replicate in UE5.
The other option of course is to bake a material for each mesh in specific, that is more draw calls. But maybe with like 10 cliff meshes per scene I can already have enough variation, so 10 draw calls should not be a problem.
Thanks.
Replies
I am aiming for a semi-stylized look. Difficult to explain, so here you have some reference images of characters:
https://www.artstation.com/artwork/v2vmVa
https://www.artstation.com/artwork/VJZL1R
https://cdna.artstation.com/p/assets/images/images/055/019/708/large/murs-render-base1.jpg?1665937759
https://www.artstation.com/artwork/OmPGWb
https://resizing.flixster.com/L6V0X-A12Hfhw9c4VL9KHfonpPU=/1100x618/v2/https://resizing.flixster.com/-XZAfHZM39UwaGJIFWKAE8fS0ak=/v3/t/assets/p17997860_e_h10_ac.jpg
As for hard surface modeling, I would try to create seomething that goes along with the style, some references of the environment:
https://www.artstation.com/artwork/b54oYg
https://www.artstation.com/artwork/yD1Zn5
https://us.v-cdn.net/5021068/uploads/editor/wy/ov7l6icny78r.jpg
Unreal can handle the polys, and a double sided mesh is twice as versatile.
Yes, you'll want to use triplanar mapping and detail normals. Its fine to have a baked mask map for each mesh - generating curvature within UE's materials can get expensive, and sometimes its cheaper to just throw a texture at it.
The answer to this is (as always) 'it depends, and you can't tell without profiling your specific situation'
If you're in unreal just do what epic recommend - which is to stack up a load of meshes and HLOD them
If that doesn't work out you'll need to fire up insights, identify what's actually upsetting it and change things accordingly .
The benefit of working that way is that you aren't committing to things that are difficult to undo .
Premature optimisation is often worse than not optimising because optimised things are - by their very nature - not malleable
By all means try out what you're thinking - the best result for your purposes might be a combination of approaches. In my experience, kitbashing rocks together into larger formations tend to look like rubble or manmade rock walls, but maybe that's a look you want.