I have a question about rendering in blender

I was wondering. Should I create one single wall with one texture or should I make bricks and procedurally generate the material. I am making an RTS, city-builder, RPG alternative history game set in the accident Egyptian period. Right now I am building one of the first buildings. The palace. I know the textures are low res but I cannot afford to buy high res textures. The wall looks like this.
Bricks Question.png

When you have a camera, you need to buy no texture.

So does that mean I need to make my own bricks or leave as is?

also for future reference could you provide a video in English? :slight_smile:

This isn’t a question about “rendering in Blender” this is level/asset creation. Lookup Bitmap2Material and if you can’t find a way to get it and refuse to use the demo, Chocofur offers some nodes that will at least do “something” though from what I’ve seen are very lite.
Rendering is about getting an image, creating anything for a game (like your whatever you’re doing) is about creating assets. If you want to make a game, you have to create it with as few polygons as possible or rather don’t over do them.
I’d explain some of that more but if you don’t already know that then you would obviously either not know basics or don’t know what you want.

So before I explain anything else, what do you want to do? Do you want to make a render of your wall/whatever looking good, or do you want to make things for a game that are actually used in the game (and not as a pre-rendered image in a game)?

I would prefer to have low poly objects in a game that look good. In this case this wall is strictly the servant’s entrance to the royal palace where the player’s family lives. So NPCs who are servants will be coming in and out. In other words it serves no direct function to the player. Also I figured out the problem. The problem was that I need to sharpen low res textures on my assets. I did that with camera dat. Thank you for your help. Also I think I might repost this in the asset creation once I get some time Later this evening.

Hmkay, but first thing in the world of dev you have to learn is, howto find/search for stuff.

collision is an issue… if your npc’s are walking in and out, ue4 can’t create a collision mesh that will work properly… there are ways around that, but you might keep that in mind while designing… maybe make it modular to avoid complex collision

I am agree with Northstar post.

thanks for the tip

also I figured out the issue. It also worked with my landscaping problem as well. and it was ridiculously simple. I simply resized the textures in paint.net and sharped them in gimp 2.8.