Modular Asset Creation Questions

Hi,

The answer here for me would be “depends.” Modularity wouldn’t necessarily be the issue but how often these assets are repeating. You don’t want the worlds illusion to off put the user by seeing the same thing over and over again. Let’s use the wall as a base example. This could be a generic wall that you could use over and over again. If you use the same texture on it and it has the same marking, scuffs, scratches, etc then someone might notice.

BUT if you vary the texture or have a completely different material set up for it you can hide the fact that you’re using the same geometry over and over again! :slight_smile:

In this instance I would create four textures with their own setups. If you want variations of the four different types to keep from creating whole new textures you can use Material Instancing to affect the color parameters and get slightly different materials.

So in this setup. If you were to create everything here and 1 instance for each material this would be what you are rendering.

1 mesh - the wall
4 materials - (if all these are in the scene)
The instances do not cause a additional draw call.

Take a look at our Material Instancing to get a better understanding of how this will work and for your levels.

This is taken from the documentation page for Decal Actors:

The more complex the material the more of a performance hit you’ll take. This is true of any material! Something to be aware of.

You can see how much of a performance hit your shaders are giving by using the viewport view mode and selecting “Shader Complexity.” You can see the documentation here to make sense of what you’re seeing on screen and how it reflects with your performance.

If you have any other questions feel free to ask! :slight_smile:

Tim