This is quite a broad question, and I will try to break it down later on for clarity.
I’m basically looking for some tips and advice from those who have had experience in either Arch Viz or simply modelling and texturing of level or architectural interiors for Unity. I’ve been studying the only two example projects with proper detailed interiors (Airstream Camper and Shadow demo), I can’t find any others. I’ve found two techniques these have in common:
- Using smaller, tillable textures (as oppose to UV textures) and sharing them with as many objects in the scene as possible
- Combining all the objects by material
The above techniques aren’t specific to just interiors obviously, but that is what I’ve found so far. The problem with these demos is that they’re only one ‘room’ or interior and at runtime hit between 200-300 draw calls already. With the above demos in mind, here a few more specific questions:
- What techniques are needed for a building with multiple rooms that need to look different (considering the already high drawcalls above)?
- Should each room be a separate object or part of the entire building?
- Are shared textures better practice or one separate UV texture for each object?
- How to handle culling when outside the building/room (since the interior objects may still be in the camera frustum but hidden by the building wall anyway)?
Apologies for all the sub-questions, I figured that since these are all related it would save web space to just create one question for all of them. Hopefully a person or two can lend some advice
Looking forward to hearing it. Thanks for now.