I need to make something like this for a interior room in Unreal Engine 5.
A bunch of different CD, VHS players. Around 4-8 different ones.
They are not major props but not minor either, something in between for a first person view so you can get decently close up.
What would be the best way to do this? How could I utilize a trim sheet for this, preferably one that lets me change colors in engine of different stuff. Like a trim sheet that only uses the normal and AO info but no color info, color being run via the shader and maybe ID map?
Or is is better to just have unique textures for each?
I'm confused how to best approach this as one would do in an actual AAA FPS game
Thank you
Replies
Also if not using total cuboids for buttons (slighly smaller front) then the front projected texture also "textures" the sides like so (right button extremely scaled for presentational purpose):
However it only has AO, Cavity and Normal map data. So I assume it's not good, since I can't change the colors or text of the buttons etc?
But if I do a trim sheet with already textured buttons, numbers, letters etc then I can't really change it on the fly in engine?
That is why I was thinking having
UV1: A generic plastic tilable texture for the VHS, so I can just scale it and be crisp HD
UV2: Have a trim sheet with the normal map, AO, Cavity of the different buttons
My problem is, now it works but it's all fully plastic from the tilable texture and I can't add text or change color of stuff. I assume if I had a ID map it would solve it but I might be overcomplicating this?
I would start simple: Composite an albedo from photo references of the modules needed, with all buttons and texts. Check in engine at desired distances, adjust, perhaps split up set to achieve neccessary resolution, then create matching height/normal and other maps.
It's for my own portfolio but targeteted at AAA game studios, so trying to match their quality and workflow as close as I can.
Do you mean composite an albedo trim sheet? Would do you for example 1 blank button and then an alpha plane to place text, numbers, symbols? Or would you make each button on the trim sheet unique with it already having the text or color of the button?
Though i'm still wondering a bit, if I do a trim sheet like this. It's great for all the buttons, screens, vents and such but 80% of the mesh will still just be a basic plastic. I'd need to combine it with a tilable texture somehow, no?
https://sketchfab.com/3d-models/hifi-line-b3fd13f01f7440b1918917833a76ef79
..while looking for something totally different. Just to compare what may be suitable..