Workflow for texturing multiple assets

Hello,

So I’m working on my own game, and I usually make 1 material for a specific object (wooden wall, metal floor, door etc…).
But because textures cost a lot of performance in video game, how should I texture small assets, like a lever or a button ?

A: Should I create a generic metal material that I apply (but lack details).
B: Make a dedicated material for the lever, and I can make details like edge wear and stuff ?
C: Or put all the assets that are “lever” types and texture everything in one big material ?

Thank you !

Look up “trim sheets”

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Mmmh after some research, it looks like it could do the job. But it’s mainly for building parts, do you have an example used for props or small assets ?

Trimmsheets can not only be used for big repeating building parts like walls etc…
You can use trimmsheets also for smaller (more decorative detailing) parts… for example this wood peaces

or this example of free assets…

Just imagine: what is the asset made of and use “the same texture” for that same material (of course you need proper UVunwrapping…).

For low poly models some similar method is called texture atlas… you have smaller areas of “texture” which aren’t so much tileable (in fact the second example is already a mix of this; partly using “special” texture areas to repeatively used at different models / modelparts.

Here’s an example used for the windows etc. for a house…

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I see, it’s very clever. Thank you for the examples.
The only problem is that the edges are a bit dull, but that’s something I can tweak in the material shader I guess.
Thank you !

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Actually, I have never heard this called trimsheets. So I love it when there is always something new to learn!

We used this technique for years to texture airplane cockpits for simulation.

I have always referred to it as overlapping UVs.

The principle, no matter what you use it for, is to have anything that is repeated - 50 identical knobs for example - use the same UV space.

There are then ways to add random wear with decals and also nodes that can add noise to an object space rather than UV space.

Then there is planning for AO baking.

Another subject.

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If you are painting in substance you can do it there.

Yes true, like an AO or something and plug it as a mask on my main material, so my basic wood material can have worn edges depending on the mesh for example (But it means a new draw call for each new objects).

I think i’m just too new to game art and there are some blurry areas for optimization, and I just need to do it and see where I struggle.

But I have a good starting point with trim sheets :slight_smile:

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Actually regards AO, I mean separating the objects that only cast a shadow but also receive a self shadow or the same shadow from a similar object.

Take the example of a table set for dinner.

You have one steak knife, one butter knife, a fork and a spoon.

Then you have plates and tea cups that sit on saucers. All of these objects sit on the table.

And then say a vase of flowers and some elaborate salt and pepper shakers.

You want this all on one material and UV and one AO map plugged into the AO slot of the game material.

To pull this off you have to create a few setups and do more than one bake that is combined in your photo editing software. Or set it up in one bake.

One bake is just for the table. One is for all the objects that get a self shadow. For example any of the props that have high details. Like the knife with the wooden handle, the vase with some details, salt and pepper shakers and the tea cups with a little shadow inside the small handle.

But the table has objects on it that are now being baked. For example all the plates and silverware as well as those objects with self shadow just mentioned.

All of the objects also get a contact shadow from the table as well. Shadow under the plate and silverware etc.

But only one of each of these objects gets the bake because the UVs are overlapped for the cutlery and the plates etc.

So the table gets the shadow of all the props on it. (Not an animated scene).

One of each prop gets a shadow from the table and itself.

These two bakes are combined in one bake if you do it right. Only one of each overlapping object selected and the table is included.

Or you can just make two bakes and combine them.