Assistance Required for Texture Development in Unreal Engine 5

Hello,

We are currently developing our game using Unreal Engine 5. The story of the game takes place in the attic of a house, with objects approximately 50 times larger than the main character. We are facing challenges, especially regarding textures of objects such as the wooden texture on the table, and textures of books and newspapers. It’s not possible to use repeating textures for such objects; therefore, to avoid pixelation issues, we need to use textures with a minimum resolution of 4096 pixels. However, even with this resolution, it can be insufficient for larger objects. We have tried the UDIM method, but this option becomes obsolete when using ready-made surface textures. Additionally, we are considering using pre-made surface textures from Quixel.

We are seeking guidance on how to proceed without using high-resolution textures to develop the game optimally. We would appreciate any method or methodology you can recommend to overcome this difficulty and enhance the overall performance and quality of our project.

Thank you in advance for your time and assistance.

Best regards,

You can use a combination of these things

  1. world aligned textures ( possibly combined with standard UVs )

  2. Hiding tiling using noise ( lots of materials in the starter pack like this )

  1. Also using camera distance to fade between textures. So you can have one distance texture, and one close up. Like I did with this rock

xfade

Your mentioned methods are suitable for ground and landscape, but what we need is the use of a non-random texture. Especially for some texturings such as wood, timber, or newspaper, they should consist of unique patterns that follow each other seamlessly. Therefore, we require a different method.

It works for everything.

I will do a table example…

Ok, proportions

Normal table material

mat1

Faked table material

mat2

Material

I think you only have two options. Fake it on a per mesh basis, or have massive textures, and rely to on the engine texture LODs.

PS: If you’re using Nanite, then you don’t even need to fake normals, you don’t need them at all.

2 Likes

result looks nice !

1 Like

Thank you for your interest and assistance.

1 Like