Hi, Normally you use in Games Tileable Textures for big Buildings (because of the Texel Density) so my Question is do you use the Textures on the WHOLE Building so for example Tileable Textures on the Building itself, on the Window Frames, on the Glass, on the Doors or do you use for some pieces the UV's like for the…
as a starting point for big buildings, i usually use some stock tileable textures to fill things in. Just get some color and texture and view the whole thing in your game engine/renderer. From there it's easier to figure out where you'll need unique textures to fit in later.
I would scrutinise your final result for texel density but in fairness I'm a texel density nazi. strict adherence to texel density is not about how many pixels there are per metre, it's about making sure that the scale of detail like bricks, bolt heads and other such visual references are consistent and believable. If an…
That's true but it really comes down to how many people and how many assets youre dealing with. Once you start looking at 60-70 artists you can't rely on judgement because it becomes very difficult to validate the results - also at that point there's so many people that your team's average quality level is going to be by…
Some things needs"unique" texture on building. Say it has a statue piece or ornament that appears multiple times. Those can be baked from a highpoly, and then repeated on the lowpoly building.Or doors, yeah.
Nobody would scrutinize your final product for texel density . So not perfectly same texel size is ok and in some cases logical. Doors could be unique textures or be mix of unique and tillable " detail " textures + decals + material layers as pretty much everything else. There is no single "right" way. It's a part of…
Such approach is understandable but imo wastes lots of precious texture space on uniquely unwrapped objects where nobody just place a texture from a library and usually use something like SPainter to make proper scale adjustment . Where it's something tillable we always have scaling inputs in a shader/material since it…
You would use the tileable textures to cover large areas that are impractical to texture by hand. You can use trim textures on details that repeat so you avoid having to do unique unwraps there. Say you have a large brick apartment building. The walls of the building will be a tiled brick texture. The windows would be a…