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Single Material Building Breakdown
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Single Material Building Breakdown

Stephen Alexander Falk
by stephenfalk on 28 Apr 2019

When I started this project a goal of mine was to texture this model using as little texture memory as I could without sacrificing quality. Here I breakdown how I textured this house using only 512 resolution textures and one material. The total memory of all textures in this material is 4.66 MB.

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With both the building and ivy material selected the fully loaded memory is 5.69, without the ivy material the total memory is 4.66 mb. The Ivy needed to be a separate material in order to use wind on the WPO.

In order to get the most out of each 512 resolution texture the UVs of any asset with duplicate components had to be overlapped.

I had 2 versions of each asset: 1 to bring into Unreal and one for substance painter to generate the masks. This required the UVs of both versions to have the same proportions despite one being 1/25 the size. This method was easier than freehanding it.

These masks wouldn't be tiled by a texture coordinate like the others so I could set their sampling source to shared clamp and save space.

This mask was used to create a chipped paint effect along the edges of the planks.

In some instances I had to add masks to the alpha channels of existing textures because I had reached my 16 texture limit.

All 16 masks used in my material before packing them into 4 files.

Wireframe

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