So i’m fairly new to modelling with blender. I know all the basics and i can make simple models with UV maps. Now i thought that the best option to make levels was to build them in whatever modelling software suits you but i’ve ran into a problem, which is making the textures for the level.
I usually build the world as one big model (no props) which means the place uses one UV map, however this UV is 1024x1024 and doesn’t support the detail i’m going for. Of course, i could resize it but that means creating a stupidly big texture file which could lead to bugs. To add to this, i usually use bump mapping which, with a texture this size, means allot of unnecessary work.
I’m wondering what is a better way i could go about texturing the level. I probably did a terrible job of explaining this issue so sorry about that.
hard to say what you are having problems with but either scale your uv’s beyond the 1,1 boundries to have them tile across your surface , instance your objects or in the end if this is not the case them you simply need to use more textures.
If you don’t want to make a 2k map, you could try to pack the UVs tighter to get some more resolution. If that’s not possible, you may have to separate some of the geo into different pieces.
There is nothing stopping you from using separate materials, each with there own texture/s. It used to be that you really had to keep all of the details in one map because it was too slow otherwise. But now, even on phones(high-end) you can create a world with several materials. Unity can automatically batch draw things with the same materials which also helps.
Another thing, 1024x1024 isn’t the “default” texture size like it used to be. Now 2048x2048 is common on PC and even 4096x4096 somewhat already. For mobile though, 1024x1024 is still probably best.
depending on the scale of your scene there are many directions you can take to improve the quality of the texture information. you can mirror or lap shells on top of one another to reuse the same part of your texture sheet in separate areas of your environment instead of having duplicates of the same texture information hogging up space on your texture sheets. if this is not an issue for you, you can reduce the amount of space being used up by using tillable texture information. There is a lot of information lacking in your post that makes it difficult to answer your question with confidence but depending on the application if its not a mobile game I would recommend atlasing most of your texture inforamation on a larger scale such as a 2-4k sheet.