ok so basically i should make them in modular parts and combine them, and they will share the material nodes which in turn reduces drawcalls, cause i’m making it like the sims with premade building layouts that you place but you have to build/place the other stuff within it like beds, lights etc. and have some destructible walls which can be repaired and the roof disappears when you go into the building mode and when you exit your in FP/TP player that can interact with the stuff placed. I also want to do a decay material so after few days ingame you see dirty mossy buildings, im just not sure how to do the UV’s with so many posts on UDIM, UV sets or overlapping UVs with assigned Materials it becomes overwhelming, i know how to model and do the uvs etc it’s just i’m trying to get my textures nice and high quality at 2048 texture sets instead of having a hole 4/8k textures, because i’m also thinking in terms of loading times since 4/8k takes longer to load
Tiled UV withing 0 to 1 space but then i lose texture quality
UDIM UVing but then i found out unreal doesn’t really support this, so i cant really keep drawcalls down
UV’s overlapped in 0 to 1 but assigned by Materials which then i cant apply any decay Material and increases drawcalls