I have seen it done. Things that are technically props, mammoth in size, yet serving a functional purpose (in the game or to the story). Think of the houses in Oblivion. I don't think they are built in the world, so my assumption is they are built in Max/Maya or the equivalent.
So here it is...
Say I was modeling the Pyramids in Geaza, to scale, in inches (I have my reasons). Would it be more realistic/practical to come up with a few, different, textures and tile them on the surfaces as long it it looked nice? Or would one (you, me) really go about unwrapping something like that?
If you -would- unwrap it, what then? Give each side its own Mat-ID and Texture sheet? How much texture space. Do you use this as one of the rare occasions to use a 2048? Or do I pray a 512 will scale nicely.
I would rather get advice that spend/waste time experimenting.
Thank you in advance,
-Andrew
Replies
I think there's nothing more "precious" than actually trying it out and figure it out on your own though...always worth a try.
Hope this breaks the ice.
With your (theater?) the large building, did you break that up , unwrap, and the put back together? did you use larger sheets, or only do breaks when you ran out of room for a 512 (and the detail it afforded you). Things like your roads and sidewalks, those were tiles though, right?
I will include a WIP soon.
Thank you for your expertise.
-Andrew
You see the pyramids are really just a pile of blocks.
see here!
And I would try to make it look like that photo, including all the little cracks and dents, when you get up close.