It is convenient to have a mesh made up a central body with its own uv/textures/materials (say, 3 materials, 2048 uv), upon which will be parented other parts/meshes each with 1-2 materials and 512 uvs?
Hello Eric. The model is the rifle of which the sling I'm talking about in the other thread: seen from 3d person. Not customizable with other parts than the ones listed. I don't know abou hardware and the rest: I've though that anything may be scalable, with both engines today.
Rifle body 1024 map, scope 512, retractile stock 512, sling 512, handle 512, mag 512, bullet 128. 1 central piece plus 6 parented pieces (including the moving barrel, which is mapped into the body uv).
All this just for the sake of avoiding a 2048 or (worse) 4096 map just for an assault rifle as a whole and to gain better details for each part (I tried to map all of this into a 1024 map, but the details of writings and the rest was very poor).
I guess that 512 maps per each sholuldn't be anymore an issue with today's engines.
Replies
Yes, this is possible.
However, this choice will depend on many factors.
You must provide more information about the context where asset will be used.
Screenshots for a portfolio piece?
Asset viewable in a playable game?
What kind of game, what delivery hardware, what other assets are visible, etc.?
All of these factors influence the choices you have made.
Hi Eric. It is a playable character, for either Unity 5 o Unreal 5.
?
Need more information. A character to be used in an actual game will require you to consider performance constraints.
How will the model be seen, from an overhead tactical camera? Over-the-shoulder camera? Closeup facial camera for in-game cinematics?
How many characters will be shown at the same time? This affects performance/frame rate.
What kind of hardware is the game going to run on? This affects performance/frame rate.
Is the character customizable in-game by the user? What exactly can they customize?
Etc.
Conversely, making a character model for a portfolio piece is much much easier.
Hello Eric. The model is the rifle of which the sling I'm talking about in the other thread: seen from 3d person. Not customizable with other parts than the ones listed. I don't know abou hardware and the rest: I've though that anything may be scalable, with both engines today.
Rifle body 1024 map, scope 512, retractile stock 512, sling 512, handle 512, mag 512, bullet 128. 1 central piece plus 6 parented pieces (including the moving barrel, which is mapped into the body uv).
All this just for the sake of avoiding a 2048 or (worse) 4096 map just for an assault rifle as a whole and to gain better details for each part (I tried to map all of this into a 1024 map, but the details of writings and the rest was very poor).
I guess that 512 maps per each sholuldn't be anymore an issue with today's engines.
Sounds like you're not making it for a specific game.
Not specific. Althoug for now I have in mind to use this rifle alongwith the character into a canvas for Unity.
OK so for a portfolio piece it doesn't matter what tech specs you use.