Desert hut

@AlejoS, Navezof, AlejoS - Thank you =)

@ -

Pretty much all textures are 1k or less. The reason they look sharp and “highres” is because most are tiled. I posted a pic on polycount which I should’ve added here explaining how the wooden logs are made (see image).
Since both the edgechipping and the main texture tiles (chipping only in height), you can pretty much scale the log however you like and just adjust the uv tilling to counter distortion (either in UE4s shader ex. material instance, or just making a rescaled model in your 3d app and export/import as a new model). Add some dust/dirt with vertex blending and you got something you can both change and use over and over while retaining a high resolution. Which I did, the thick wooden logs in front are scaled and reused ALOT in the scene. Everything is heavily reused. The door is a single plank rotated and flipped, Porch floor is just two planks.

As you said, if it was a single “unique” texture you would probably need a 2k texture to get it this sharp, tho I cant say if its worth it in terms of performance . It was a method I found looking through the witcher2 editor (redkit), so I decided to try it out.

Yes, the dof might be abit much xD

-cheers