If you have a modular set that will often be seen together, then yes, one texture is good. The UV's can be per object, to re-use appropriate parts of the texture.
Oh and if you missed I made two tutorials previously on modular meshes: http://www.philipk.net/tutorials/modular_sets/modular_sets.html And, http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
Thanks, I'll be working on a tutorial once it's complete. What are do you feel would be best to show? Lighting, texturing, modular building, water effects, snow?
The Unreal marketplace has an extensive set of guidelines that explains everything you need to do to sell assets, from rigged characters to modular environments, and everything in between.
was looking at origins character customization system for reference. you guys are some kinda monsters when it comes to balancing art quality vs. modularity. mind blowing.
Thread! Rise from the ashes and live again!! For people who like slow building progressive modular synth stuff. https://www.youtube.com/watch?v=GJbSetUMjds
Im curious to how you're making some of the architecture. Are you using static meshes or BSP? If you're using static meshes is a lot of it modular, or is a lot of it unique?