I am trying to understand the different methods of texturing modular pieces. I have come up with two different ways and I would like to know what is the best way to go about it. The model pictured is of a sewer piece, it currently just blocked out. This piece will be going into udk.
1. I create a high poly model of the bricks and then a second layer for the mortar(example in first pic) This route would give me a seperate space on the uv for the mortar and another for the brick and would be done with one uv texture for the entire asset.
2. The second one would be using just the tillable textures and giving the model a multi sub object materials. (example in second image) That way I would just create my maps from the image directly.
I am thinking the second option sounds goofy. But would like to know if any of these methods are right? And if not what am I getting wrong?
![k1oyfm.jpg](http://i55.tinypic.com/k1oyfm.jpg)
![312bcec.jpg](http://i56.tinypic.com/312bcec.jpg)
Replies
I'd go with 2 materials though, which is more flexible.
If you are asking if you should lay out your high poly bricks & mortar into the shape of the sewer arch, I'd say no. Make your high poly bricks and mortar and bake that out to a tiling texture.
It's bad practice to be using multi-sub materials in some engines. What engine are you making this for?
Another method you could use is having two different tiling textures masked by a larger texture. Or you could use vertex colour to mask the textures.