it would probably be advisable to go with option B. making things modularly allows for a lot of variability and customization. you may also want to check this out. http://udn.epicgames.com/Three/ProceduralBuildings.html
The lightmap is a separate UV channel, unless you are texturing using unique UVs. If we are to follow your logic, game companies must be stupid to spend so much time optimizing textures and building game levels modularly...
i'm trying to figure out if i should do this modularly somehow or just go ahead this way. trying to get the scale right curently, reference isnt much help.
I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!
Lovely stuff here shadow. Lovely painterly style. Might I ask, how would you use this modularly? Are things like the horns, head and base all detachable so you can use them to build different totems?
Whoa, positive comments. Ha Yes it's modularly made, I’ll post some screenshots of some of the assets later on, thanks for the kind words. I’ve not heard of Myst before but I like the look of it!
Heh...I just read your little poem thing and skipped the rest. Either way, think of all the little cubby drawers you'd have!!! but yeah, it's not very portable. It is built modularly though.
The general fix would be to not build the meshes modularly in the UE editor, rather use them in your modeling app, weld the sides on the mesh and on the uvs too, and then there is no chance for seams. This gives less freedom in the UE editor, but you completely get around the downsides of lightmass.
Working on a project that's really helping me think modularly, and I'm taking the time to really get into making a trim sheet and other tileable textures I can be proud of. Here's one that I worked on today!