I'd like to know if anyone has any recommendations on what to do about texturing very very large objects in UDK.
To put that in context, let us say I am using a 1024x1024 pixel texture for a 256x256 unit wallpiece, all other objects that fit in a 256 unit cube also use a 1024x1024 texture. For this particular case I am not actually talking about making a very tall wall but irregular objects like large statues, long boats, large wooden beams, big doors/gates, etc. -- things that normally aren't tile-able mesh.
What if I wanted to make something really big -- like 4x the size?
Should it use a texture that is 4 times the size with the UV in relative scale to all other objects' UV maps/islands?
Is it better to just cut up the model into several smaller pieces, tiling pieces where possible, and assemble them in the editor?
PS. I'm mostly using this for just creating a scene, not really for gaming purposes so performance isn't really a big deal but I do try and optimize where possible.
To put that in context, let us say I am using a 1024x1024 pixel texture for a 256x256 unit wallpiece, all other objects that fit in a 256 unit cube also use a 1024x1024 texture. For this particular case I am not actually talking about making a very tall wall but irregular objects like large statues, long boats, large wooden beams, big doors/gates, etc. -- things that normally aren't tile-able mesh.
What if I wanted to make something really big -- like 4x the size?
Should it use a texture that is 4 times the size with the UV in relative scale to all other objects' UV maps/islands?
Is it better to just cut up the model into several smaller pieces, tiling pieces where possible, and assemble them in the editor?
PS. I'm mostly using this for just creating a scene, not really for gaming purposes so performance isn't really a big deal but I do try and optimize where possible.
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