I am working on an architectural visualization in Maya 2016 and later Unreal Engine 4. I was wondering if anybody can tell me how I can achieve nice uniform UV scaling across all models since I will use tileable textures and everything needs to be uniform. I found the plugin UVAutoRatio but it seems that this is not working in Maya 2016.
If I select multiple objects and use the Layout option with uniform scaling everything gets uniformed. But now I need to scale the UVs up onto multiple UV tiles to get a decent resolution. Can I do that for UE4 or is only zero to one space allowed?
We use a plugin called NinjaUV that has a tool to resize everything based on how many “pixels” you want in one foot.
You can also do it by hand by agreeing on a standard. Example: a 4x4 foot plane that fills up the 0-1 space represents exactly 4 feet of texture.
So you make a 4x4 plane in every scene and use any grid material to visually compare your models to it.