So, after an extended hiatus, I decided to get back to work on my first major environment asset, St. Paul's Cathedral.
Since the original mesh was both a) messy and b) around 170k triangles, I essentially rebuilt the model using the high-poly as a template. I'm pretty happy with how the low-poly came out, and is around 20k at present:
Since this is more of a workflow / texturing exercise, I'm planning on taking the finished model into UE3 for the final shot, so there's no ceiling, no back wall and I've optimized the model as well as I'm able. This is roughly the perspective I'm going for in the final in-game shot.
I'm at the stage now where I have to begin laying out the UV's. The majority of my experience in UV layout has been on small props and weapons, so it's a little daunting, to say the least.
I'm wondering how some of you more experienced polycounters would go about this. I don't want to use automatic mapping, given that there is still quite a lot of detail modeled in on the windows etc., so would a planar map be the best bet? Or use automatic mapping in several parts of the main structures?
At present I have the building separated into three parts; the building itself, the entrance (pillars, stairs and awning) and the trim that runs around the top lip of the main building. I was hoping to use one large texture for the main building, but a 12-plane automatic map projection results in this:
There's got to be an easier (or slightly
less time-intensive) way than this, right?
I checked the environments FAQ / resource thread, but didn't find anything relevant to this predicament.
Thanks in advance, guys.