Starting with the modeling program, what is a good way to make sure that I’m going to keep ahead in performance? Let’s say I have an interior room. This room has over 500 objects. From floors, ceilings, walls, cabinets, shelves, decor, etc, etc.
I obviously can group some things together as far as uvmapping is concerned, but I still can’t get the amount of objects vs materials to decrease that much. . Basically, what I’m wondering is a good solid way to import large scenes like this warehouse I’ve created, and get the most out performance.
Would it be a good idea for me to take this entire object from max, and import it into UE4 as one object with a bunch of different materials assigned to it? I can use the same 0,1 UV space, and just assign mats to the right stuff… But then wouldn’t that increase my draw calls for the 50+ materials I would probably end up having?
Is there any good forum topics or tutorials out there that are kind of specific to this type of thing? (I didn’t have a lot of luck finding a lot of documentation about this) I found a bunch of stuff about using instanced static meshes, but that won’t work for me here because all the models are unique right?
There are “Some” similar objects that I could merge together, but not too many, and that would mean importing them seperately in ue4. I guess I’m just not really sure about the best way to do this. Would it be possible to use a single material for this scene?
The only way I really know about doing this is to either have everything separated by mat IDs, or to import the objects 1 at a time and have them use their own UV map and material. But this way is crazy on draw calls. At this point, I guess I just really need to learn some of the tips/tricks devs use to reduce draw calls. More or less on the texturing side.