How to properly set up large unique textures/texture large rooms?

Hi All,

I would like to ask this question before my next project starts. In the business I’m in we regularly have to visualize large rooms with large unique wallprints, sometimes stretching over 20 meters. Since we are about to take the next step into Unreal Engine I was wondering how you would go about building area’s with a lot of large unique textures?

Is it adviceable to use a somewhat standard tiling texture on the wall and use lots of decals of for example 2x2 meters to fill up where-ever things need to be?

How would you use your materials?

Key is that we know that large textures at some point become unmanageable and kills performance of any program, whether that be render or model software.

Any advice is welcome as I have no clue so far how to go about this.

in theory its suggested to use at least 1024/1024 pixels per meter, so a 4096/4096 texture can get 4x4m walls.
if you make it seamless you can easily put it on hundreds of meters of walls, given that it does tile nicely and the repetativeness is at a minimum.

Combine that with a few other textures inside the shader so you can vertex paint some damage, paint scratches or other details to break up repetativeness and you got yourself a very nice wall setup.

Sounds great! And, just an example, creating something like a Thomas the Tank Engine wallprint would you suggest using decals over such tiling wall-texture to display for example characters and objects in the wallprint? I don’t have experience with vertex painting yet but I can imagine that such thing would not be feasible?