Need advice regarding asset scaling and detailing

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 ?

Hi @Kiwiwiiii
Let’s see…

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

Thanks, i’ll just need to figure out how to separate the UV evenly, but i’ll try a few things in the meantime.