We have been creating random textures of materials and started putting material sheets together ready for texturing, our planned approach to texturing is going to basically be to not use 0 to 1, overlap the uvs to the needed material on the material sheet. This saves on the amount of textures that will be needed and reduces the amount of draw calls the engine will have to do to get the textures in the scene.
Carrying on with organising the scene. I have finished taking everything to 0,0,0. I have named all assets and I have taken each asset to it's own individual layer, organised via colours to separate the building the piece belongs to. The reason I took this approach was because now anyone can work on texturing anything, the mesh does not have to be moved, it remains at 0,0,0 so any changes to the uvs, then the user can just re-export over the old .ase and the unreal file will update accordingly, hopefully without any problems.
No comments:
Post a Comment