Hi Polycount community
I’m working on a large game-ready model and facing some issues. The bake quality is poor, and the texel density is in bad shape. I’d prefer not to use multiple UV maps as I think it won’t save memory.
Would it be worth trying a tiling texture workflow? Will it work better, or is there a better approach?
Looking forward to your advice. Thanks!
Replies
For a mechanical model like this I would suggest not baking a normal map from a higher res model, but instead using bevels and weighted vertex normals.
Yet, on the topic: You can combine large elements using tiling textures (broken up using masks and/or decals) with uniquely textured elements no problem.
Thanks a lot! I’ll use tiling textures.