Hey! This is actually quite a serious question. I’m working on a “Dungeon” package as part of my Infinity Series of models. If you don’t know about it, you can check it out at the website (check my signature if you’re curious, this thread isn’t about that, though). But in essence, the model textures are insanely customizable.
In the image below, you can see that the stone has some texture on each block – divots and what not.
The problem is that with my system, this archway can also be smooth marble, either with or without the “block” structure. There’s an option to “Mask texture”, for 6 sections, which removes the grout lines. Removing them all makes a smooth surface.
Why is this a problem? If I include the base texture like the one below, or another rough surface, as pre-installed on the model, then replacing the base texture with a new marble one won’t remove the divot texture unless you opt to “Remove Texture”. But opting for that would also remove the grout & edge curves.
The solution is pretty simple: Instead of starting out with an actual texture, the objects would start with a “Color ID” on the diffuse, showing the sections of the model. (2nd Screenshot). This avoids having any added ‘texture’ to the model, allowing the end user to choose very specifically which material they’d like to use on the model.
We have a tool that lets you create dozens of different stones & marbles, and the expected use is that end users would change the materials to suit their tastes and game level.
It’s very nice to have all the objects start with full texture (I suppose for the lazy and those short on time!), but it’s far more versatile if we don’t include that at all.
What say you? Would you be annoyed or otherwise unhappy if you had to make a material selection before being able to use the objects in the game?
THANKS! Time to sleep. Hopefully I’ll have some feedback when I wake up ![]()

