I need to choose a workflow to create some 3d assets and i’m not sure which direction to go and have several questions.
Here is some ways im experimenting:
- create a big atlas first with some textures i may need for most asset and try to map uv on it.
Because of the reusability its kind of hard to get the objects to look unique, can’t add details somewhere on an object without eventually affecting another
- model, unwrap, texture all unique assets, later depeding on how big your textures are try to create atlas.
You kind of end up with lots of maps and usually more materials, unless you make them really low resolution. At least object looks more unique and often more interesting and its more fun to create assets.
- Hard to explain but you can look at this:Quixel | 3D world-building made easy
I made it work in Unity, details are good thanks to the tiling but its going to be heavier than 2 other solution cause you still need to create several maps per mesh anyway for normals, ao and masks. You could atlas some stuff but you end up in same position as 2 with a fairly more complex/awkward workflow.
There is more complicated solutions used by star citizen which you can read here : Decal technique from Star Citizen — polycount
and here : Reddit - Dive into anything
but its even more complexe with several problems that i may not be able to solve and i want to keep a possibility for mobile version later.
So how do you work ? Do you have another workflow ?
How games like Zelda on wii or even oceanhorn on iOS ? Borderlands seems to just do a texture peer object but that just PC only.
I would love your input on this, thanks!