(i made a new account but im actually a shy polycounter of several years and I know how to model etc.)
after a long break away from modeling I'm planning on making some buildings for Dayz. (i tagged Arma3 in this because it seems a lot of the workflow is identical but somethings are different and this post could help arma people etc)
Currently the only problem is getting hold of enough information about the best workflow for texturing the models I intend to make.
I dont intend to do the porting, other people will do that, but i have to provide them with models in a game ready state, this includes the LOD models, as well as the hit boxes etc ( there are few other meshes, similar to hit boxes, for ai and things like that I wont go into that here.)
a lot of the modders/modellers I've spoken to online all have really varying levels of advice, and I've found the various online groups for discussing modding dayz very mixed in their views, some aren't fussed about the file sizes.
also sometimes those communities aren't too nice, if I ask the same question twice, on different communities, i will often receive a dm from someone scolding me for asking a question twice. etc. and I've found that a bit stressful to deal with, especially when you want to provide that community with free labor.
for example with my own experience with 3d environment/building texturing, I started off texturing scenes for architectural renders, which involved applying tiled textures in Google Sketchup to my bosses' models. size wasnt an issue for this and I could have a folder full of loads of 512 textures.
then I moved on making game assets, using tiled trim sheets and striving to squeeze as much visual data on to a 1k atlas map.
how many shaders/materials can I give to an object?
now with Dayz, I can't find a clear answer from people regarding how to compile the visual data, how many maps/trim sheets, should a building have? (an ideal number)
do I need to produce mip maps? or does the engine generate those?
would you go with 2k or 4k? (someone told me the buildings they have made use loads of 4k tiled textures ! thats not trim sheets, thats loads of individual textures at 4k, which seems a bit absurd waste of memory or a bit amateur.)
How many uv maps can the models allow? is there a particular naming convention etc?
once i know this stuff, I can actually move on and make something, (speaking for myself) there is no point making anything until I know how it will be uv mapped so I know if it has parts which I will bake etc.