This is going to sound vague and unhelpful but you should use as many pieces as you need and not a single one more. The bare minimum you need to make the room/level/building. I don't know what you're trying to model so it's hard to say exactly what you should do. A really helpful thing that will make it click is if you…
I'm making a game environment in Unreal Engine 4. I will also be using Photoshop, Quixel Mixer, and Blender for everything. The game environment is more modular. Is it better to have more objects (duplicated and placed around UE4 scene) while each object has more texture resolution and density detail? OR Is it better to…
Okay, I just want to have an educated idea of how texel density and the best optimal UV space works. I know you can tile textures to fix some of the issues with it been overblown in size. So I did a small experiment with the floors in blender and UE4. I created an extreme modular ket like shown above in my previous…
I'm remaking DM-Tutorial from Unreal Tournament GOTY (1999). It's a simple church temple arena. I thought it was beautiful when I saw it and played it as a kid. https://www.youtube.com/watch?v=tSL8D50tN64 Thanks for sharing some modular kits and more info. I think I'm overthinking it for such a simple environment but I…
I think I see what's happening here. Okay so I tried to replicate what you're attempting to do. Correct me if I misunderstood. First I create 3 1m squares with variations as my modular pieces. I have a flat square, a sloped square, and a corner for the sloped squares when they meet. These are the R, G, and B pieces. Then I…
Thanks so much for the detailed reply. :) So I should make it be like 4 pieces instead of one or a bunch of squares which is inefficient? What was the UV map like for your 4 pieces? Was it a projection layout and a perfect square?
Right, for example, to make sure I understand. The floor for my UT remake. Originally as shown in the post, I have one mesh for the floor which had tiling textures. There were some blurry details but it was easy to place and UV map. Now, I wanted to experiment and break into 3-4 pieces 2X2 so the textures can have higher…
You'll want to maintain a consistent texel density throughout your level. You wouldn't texture say a 1 meter wall and a 3 meter wall uniquely using a 1 or 2K texture, you would use tiling textures with your UVs using the same TD. For example, your DOOM remake - the brick texture would be a tiling texture which you would…