Hello, i’m having trouble figuring out how to scale 2 models and have them detailed enough.
My objective is to have a small vehicle that can get inside a bigger one and use the smaller one to check out the bigger one, the ratio between the 2 is roughly 1/45 (11 meters and 500 meters), however is it ok to use these size in unreal (half a kilometer seems a lot…) or should i scale them down ?
Moreover, how should i go regarding texture details with these scales in mind, since i want some level of details i thought of using UDIM to keep a high definition, but there are elements of the materials i will want to interact with (like emissive turning on and off), how should i go about that ?
Scale: Unreal Engine can handle giant-scale models like your 500m car and a 11m reduced version. Reducing by a little bit (i.e., by a factor of 10) may help with physics and performance, but is not strictly necessary
Textures: Use UDIMs for high-detail textures, especially on big objects. On smaller models, use sane texture resolution based on how close the people will be
Emissive Materials: For emissive elements (lights or screens), utilize Material Instances and Blueprints to dynamically manipulate their brightness. Keep emissive masks separate from base textures
Optimization: Use LOD (Level of Detail) for textures and geometry, and let Texture Streaming manage performance. Make sure to adjust World Settings for sufficient collision and physics at scale