Thanks guys. A lot can be added to this type of stuff to really break it up like lights on the walls, vegitation, posters and other types of decal cards. Even taking the same wall and just doing a texture change with a different material will go a long ways.
im guessing since that is such a large planar area. you could just use a 512*512 texture and tile it in that wall. you canse use decals to stuff like dirt under the windows and whatnot. later you can do some AO on a diferent UV set since ut3 suports multiples UV sets.
Ott, I never said 30k tris is not as taxing on the engine as 6 textures. I was simply implying that in the grand scheme of things, theres more to worry about than that. And if we're getting technical, the texture load isn't taxing to the engine - its the memory load the hardware can handle. I can pump 20 textures on a…
[ QUOTE ] I disagree. [/ QUOTE ] So let me get this straight - 30k tris is NOT as taxing on the engine as your "6 textures with lightmaps and shadows"? This is what you are saying? I am hearing you right? While my example was relatively primitive in the grand scheme of things, go ahead and put 6 textures and decals on the…
[ QUOTE ] Any company using UT3 is going to be more impressed with your ability to maximize texture density and texture counts than they will whether this scene were 5k or 30k tris. [/ QUOTE ] I disagree. While your above demonstration is nice, in the grand scheme of things texture density is trivial so long as its not…