I have some houses that Im making and Im making a kit for those houses so I can make a bunch of different variations. Though I need to make a few houses that are unique looking. Would you still make a modular kit for these unique houses, or just build them bespoke as one big mesh?
Ended up just building a simple modular kit. They're off the side of the road houses that players dont interact with, so I think it gets the job done and gives me variation.
that really depends on what game you're making. large open world - you're better off building the houses as one lump (be as modular as you like offline) and figuring out a system that lets you swap interior decoration/furniture etc. parametrically. its much easier to handle lods and a lot less work to populate your world…
In this context I'd absolutely encourage investigating ways to reduce tiling with small textures as Eric suggests. learning these techniques pays off in all sorts of ways (i recommend mocking it up in photoshop/designer, then figuring out the maths later btw). but That particular example.. not sure I'd recommend it…
It's all context-dependent, something you learn best by doing. My advice is to try forcing yourself to stick to a lower resolution, and fix the problems you see. You will learn how to minimize repetitive features in a texture that is tiled. You will also learn how to leverage vertex blending and other techniques like…
@poopipe all makes sense, thank you. Another question I was going to make a new post about, but it's related to this a bit. When making tiling textures like wood or a trim sheet, I've mostly always authored those at 2k because that works with my texel density which is often 512 or 1024 per meter for things Im working on.…
@poopipe another question for ya. If you build a house, a normal sized house, would you add variation to the tiling textures/trims by using RGB masks or would you vertex paint and use decals? The mask approach I can still LOD without it affecting the look, but with vertex paint, LODs will make the vert paint pop in and…
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…
@poopipe these are just exterior buildings that the player runs around. No interior needed (they are separate maps that load when the player enters a building or house). Some of the houses are just background houses too that the player wont even get close to. But the more bespoke houses are the one the player will be…
I'd probably build a bunch of windows and doors and stuff and stick them to a variety of bespoke/unique house shaped meshes as a starting point. if you need to collapse them to single pieces later that's easy