Hello guys, I have a little dilemma, I am requested to texture a complete environment and I have been told not to do unique textures for my buildings, due to blurry textures, etc... Then ok to use 2-3 tiling textures to not be to much uniform but how will I manage the baking normals for the windows, the doors, etc... It's probably a stupid question, but I am not in the game industry then I am trying to learn from professionals
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Thanks for your help
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Replies
Bake a bunch of windows as part of the building, then use those. Maybe use several and randomize them around. If you have to use dedicated parts for the corners, see if you can get away with just uniquely normal mapping the beveled faces, or join it onto an existing UV island or something.
If you're going to lightmap the thing, you CAN sorta tile it. But the degree of bastardry required for good lightmap tiling is pretty high (and for scrolling them for dynamic time of day is off the chart).
If you are not allowed to use many textures, you are going to want to do what snefer did in his modular environment. You will model everything out in low-mid poly detail and then UV a modualr texture so that the normal maps align and possibly use multple UVs to get more mileage...
Here is how Snefer made his textures:
And here is how he applied them to his environment and props:
His whole environment was made with one 256x512 texture. The lightmaps are backed by unwrapping the models uniquely in a second UV channel.
That is in the extreme case that you can only use 2-3 textures, although that seems insane if you are not allowed to custom bake anny assets and must only use tiling textures. What are the exact requirements?