I’m currently powering through online tutorials for Unreal, slowly getting to grips with the program. There are some questions though that I can’t find any clear cut answers to though.
I’m trying to build a cave environment based off of basalt column rock formations like this:
Considering the amount of column’s that will be involved, I’m trying to figure out the best way to handle all those shapes. My thought process currently is to take the base shapes below into ZBrush and Substance, create some different variants of each size. Then static instance mesh in Unreal, hundreds if not possibly thousands of times.
Is there a more efficient way to create the look I’m going for?
Is it better to have individual small maps for each model, or multiple textures combined into larger maps?
There are tools/plugins that allow for scatter painting of meshes, but can any of them do that while neatly packing them into the honeycomb fit? If possible I don’t want to position each by hand.
Thanks for any help you can offer,