I am finally working on my first 3D game with 3D models and I was wondering if I should put multiple objects UVs on the same texture or should I create a separate texture for each object. For example: If I have several objects for debris: planks of wood, bricks, canisters, crates, etc... should I try to squeeze all of…
If I am taking each individual object into Substance Painter and painting each one, that sounds like that would be super complicated to do each object that belongs on one texture map. Wouldn't I have to take all the maps for each object and merge them for each channel in like photoshop. That seems like a super pain in the…
I would add an exception to consider that if you have objects that mostly appear together it would be okay to atlas. I'm thinking like objects one might use to make up generic debris piles, or like different ground plants/grasses etc... Also, if you have things that don't work very well being unwrapped on their own like a…
In that situation, you'd want to export those objects together to Painter, with a single material applied to the whole set. Note that this is not all models merged into one, just exporting a selection. YMMV with other apps, but this works from Maya. For baking, you can change the Match By behavior to each submesh. This…
Thanks for the feedback! I'm self-taught, and it is hard to find a full on workflow/pipeline tutorial covering every little aspect and so I was a bit confused on this transitional part. Yeah, from what I understood so far, better to load many selective smaller textures instead of large textures for the optimization, but…
Generally you want to keep textures separate, at least for props. Sometimes it might make more sense for modular building parts to share textures, but it depends on how you'll be using them. For things like the props you mention, say you have two scenes: a city and a forest and you chose a 2k map for a crammed prop…