Hi there Im trying to make a small modular environment for UE4, with handpainted textures. I however just can't wrap my head around, how to unwrap these models with proper unwraps, textel density and still being able to tile them. I have linked a imgur album of my modular pieces and some of the unwraps, so i don't fill…
Thanks, i just had a look at this one http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 with seems to go over what i have trouble with, which is the UV mapping. In one of his pictures he has a 3x2 wall, which he unwraps like this http://images.purepolygons.com/building_tut/build_tut_01.jpg I…
Good point with the lighting seams between them, I didn't really know how that worked. Sometimes they'd show up but other times they didn't. But yes you're right, i plan on putting some columns in between. My original plan was to use a 4k texture atlas, and unwrap all the modular pieces into it. I created it all with power…
You could do that ..In UE4 using 1 texture of 4k is better than using 4 textures of 1k. And that is related to draw calls. The more UE4 has to draw from a library, the less the performance. That is what i figured from videos and i don't know if it is correct.Also if you have all pieces in 1 4k texture, that is fixed ,and…
I am only starting out as well but I think if u want these walls to be seamless togetger, their uv"s have to extend to all of the 0-1 uv space, from left to right. You can put all of the pieces in 1 channel and overlapping. Unless your material will be a simple color and noise, then you dont have to do the above.Have you…