Yeah, I was thinking the same way. Using one large texture vs. multiple smaller ones.
I question then the use of UDIM’s.
Also considering, that having multiple texture maps, I have to create multiple Material Instances.
Hmm… also questioning, if one large texture map has a much bigger performance hit on the Vram vs. loading multiple smaller ones.
I couldn’t find any documentation on this topic, what’s best practice for UE5, and how that deviates from UE4. Because UE5 has for sure a totally different code and engine.
If anyone has any thoughts on this… highly appreciated.
thanks a lot, cheers