Home Technical Talk

Help! Do you mix different materials and objects on one trim sheet or keep seperate?

cturbo
polycounter lvl 3
Offline / Send Message
cturbo polycounter lvl 3
Do you mix up lots of different materials and trims for multiple assets on one trim sheet?  I am trying to model georgian period bedroom interior, and i have a lot of details on doors, walls and ceilings, and bedroom furniture and not all are sharing the same materials as some are brick for windows, wood for beams and furniture and metal textures for fixtures etc. How would you approach this? 
I also have a lot of decals and wondered if it's best to stick them all on one trim sheet or group them with the rest?

Replies

  • Fabi_G
    Online / Send Message
    Fabi_G high dynamic range
    Hi! I would focus on hitting the visual target first. If the performance is poor, you can still optimize your texture atlases.
    While some pre-planing is good, some things turn out differently throughout the process and you'd want to be able to iterate on them quickly.

    Good luck!
  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    ^^ yes, that
    there's no point optimising until you've measured the cost and deemed it to be too high

    however 
    if it's an exercise for school or portfolio and you want it to look like you know what you're doing I'd generally advise that you group things by how they are used - eg. materials you use on furniture on a furniture atlas. 
     - it reduces the amount of materials on your furniture assets  (important for engines with shit batching like unreal)
     - it means that if you use the furniture assets in another scene they bring less crap you don't need with them
  • cturbo
    Offline / Send Message
    cturbo polycounter lvl 3
    Thanks you that’s useful to know. It is for a school project and it’s my first time doing trims and I wanted to show that I understand how to do them
  • gnoop
    Offline / Send Message
    gnoop sublime tool
    As far as I know  if your engine  is supporting "texture arrays"  when GPU  see them as a single object    you can cope without doing huge atlases manually .  
  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    You don't need texture arrays if your engine supports bindless resources - it's a dx12/equivalently modern feature 
Sign In or Register to comment.