Hi guys, I’ve been recently dabbling into making indoor and non-terrain-based game environments. I’ve firstly found them to be incredibly difficult to model, but diligence goes a long way, and I’ve been able to model some rudimentary building interiors for testing purposes.
My only issue: texturing. UV mapping an entire building onto a single plane of 2048^2 or smaller seems a bit compromising in quality–even if I up the texture resolution–and I’m aware that it’s possible to use texture atlasing to achieve high quality building texturing with minimal texture footprint (as seen in the Bootcamp demo)–however, having to retopo geometry just for texture atlasing is quite a pain, so I’m still not sure where to go from here.
I’m considering investing in and learning how to use a package like this one on the Asset Store, because it would also eliminate my issues with texturing building interiors and exteriors on the same model in addition to making interior environments vastly easier to create.
Regardless of what I end up choosing and using, I’m curious as to how more experienced people go about doing this. How do you go from something like this (large image warning) to this?