Hi, so first off, this is for a 3rd person video game:
This image is just for reference, but say I have a 15 kilometer square world, which will I’ll need to texture (I’m thinking procedurally) and then bake out into image textures (our engine requires UV maps).
Baking out a single map for a 15 km square world sounds prohibitive… can anyone give me any advice on how to pull this off?
Hi, try looking into UDIMS, which should be better suited for Game Engines than just making a massive PBR 16K/32K Texture for this whole map (still doable though, but not really recommended), but depends on a lot of different things.
what purpose does this landscape have?
background object or a main object for interactions and interactable?
Level of detail for texture resolutions
and many more things to consider before making a choice that is efficient for games.
If you are working on a Game or a Prototype I would recommend giving it a shot within the Game engine itself maybe, if it has basic sculpting tools etc (like unreal engine does) instead of trying this in Blender and then importing it.
but that is totally a preference and workflow choice and can be done how you are most comfortable with.
Thank you! This is all very helpful getting me to think about the scales of my world.
what purpose does this landscape have?
I’m using the landscape mesh as base terrain. Some elements like rocks, trees, bushes etc will be placed on top, but for the most part it will be visible.
background object or a main object for interactions and interactable?
Not interactable (besides collision), but the player can run on it, jump over it, and view it up close
Level of detail for texture resolutions
This I actually know exactly because it’s a voxel game! 10 pixels per meter is the texel density I’d like.
and many more things to consider before making a choice that is efficient for games.
I’m already pretty happy with the LOD system and performance in general with the system I have.
I’m just really trying to get that resolution as close to 10 pixels per meter as I can. Is there any way to do that scale using procedural texturing and texture baking? Have you ever heard of people baking different sections of a texture and storing them as UDIMs as you suggested?