I’m making a high intensive FPS game.I plan to have different game-play modes, with maps rangine from 1km sqaured all the way 64 km sqaured, and 1 map with 90km squared, the games will range from 16-70 players depending on map size, with the max being 100 players.
I might mention there will be a fully destructible environment, so having a different material for broken parts, such as concrete, would be a lot lighter, and a lot more ‘rocky’ than the shell/outside.
So whats the best way to do textures with the best optimization is mind? texture atlases? Procedural textures? Keep in mind there will be a LOT of materials, with many different types of assets.
Also how many materials should I limit my-self to?
FYI, I’m using substance painter/designer, Blender, Zbrush, photshop, ect.
Thanks, cheers.