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Question by vaddiNayr · Apr 09, 2016 at 01:09 PM · materialsmodels

Should I make my models this way?

Howdy everyone.

So right now, I'm making the props for my game. Using Blender, I make multiple objects in one file so they share a single texture. For example, I'm going to model a "whole" town in a single blender scene/file. UV map, then texture them altogether. My reasoning behind this is that, this scene will contain objects that I can probably reuse, like crates, barrels, tables, chairs, etc. so I'll only have to make them once.

So my question is, am I actually gonna get performance gains from doing things this way? Or am I just causing myself more trouble than its worth.

If it matters, I'm targeting mobile platforms.

Cheers

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avatar image Cherno · Apr 09, 2016 at 01:41 PM 0
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You don't have to have all objects in one file for them to share their material. You can freely assign materials in Unity, and as long aas their UVs are mapped with the material/texture in $$anonymous$$d, it will be ok.

avatar image vaddiNayr Cherno · Apr 10, 2016 at 06:27 AM 0
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Okay, thanks for the answer.

By the way, for mobile, is it okay to use 3 materials that use 512x512 textures per scene? I'd like to know ahead of time so I can adjust things if needed.

avatar image meat5000 ♦ · Apr 09, 2016 at 01:52 PM 0
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There are advantages to using this method. Its also quite easy to set up but can be time consu$$anonymous$$g.

You need a texture palette, so to speak. Basically a texture file with tiled images of bricks, wood etc. When you UV map your objects simply move the islands over the part of the texture for the material-texture you want to show.

Dont forget you also have access to UV2.

avatar image vaddiNayr meat5000 ♦ · Apr 10, 2016 at 06:23 AM 0
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I see, thanks for the answer. I've gotten used to doing things this way though. Should I just keep going this way? Or if not, what method do you suggest I go with?

I'll look into that UV2 thing. Thanks. again.

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