Just for fun, check out the kind of quality that can be achieved with a single 512x256 trim texture. https://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk/p1 This is rather extreme, as you wouldn't apply such heavy stress on the shaders and UVs in a real production situation, but it does…
I don't know what it is with this shape, even remodelling just one piece is giving that same error, so it's nothing to do with number of UV elements. So can't even do it like a trim and duplicate pieces.
It is impressive. I don't understand most of what he did, or in what program. I have used Trim sheets in other projects, but to be honest I didn't enjoy using them, I found I had obvious repeats, and it was fiddley lining up UV's with specific parts of the texture.
It is using a cage, there's nothing else within the cage. This is as an 8k TGA. I don't see how a Trim Sheet is relevant to the UV layout, there are that many posts and they all need to be unwrapped, I don't want them all stacked on top of each other because it will be too obvious that there'll be texture repeats.
Your texture baker is grabbing neighboring surfaces by accident. You need to adjust the ray distance or use a cage mesh. But more importantly, you should not uv like this, it's extremely inefficient. Look into trim sheets to understand the workflow. http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets…
You link seems to be broken. The first tutorial here should answer many of your questions http://wiki.polycount.com/wiki/Modular_environments For really large models, the key is to use trim sheets rather than making the texture maps gigantic. You can also add detail textures, but the downside to that is it's handled…
Well, speaking from >20 years of experience making art for games, this is unequivocally the wrong way to UV an asset like this. UV shells don't need to be stacked exactly atop on another when using a trim sheet. If it's tiling along 1 axis, you can shift the shells left and right along the trim to hide the repetition. See…
If you read the OP's replies, he explains how he does it, even with wireframes & UVs. The trick with repeating geometry like your girders is to UV and texture as you go, not wait until the end. UV a single cross piece, then duplicate it to make the full structure. To get variation, plan into it with variations in the trim…
Ok, so how should it be UV'd?I don't see how else it can be UV'd especially as you're also saying use trim sheets, which to avoid repetition would involve spacing the UV's out even more along a repeating texture? I'm using high res maps for 2 reasons:I had a portfolio review and the guy said everything in my portfolio…