On my course to standardize a workflow for all of my future work, I’ve made it to the texturing side of things. I’ve just begun to start modeling wall/doorway meshes to replace my BSP brushes that I used to block out with, and immediately had to deal with the texture scale on my object vs the BSPs. The BSP brushes seem to automatically scale its UVs based off the size you make the brush, and sadly that’s not the case with custom meshes. I don’t understand anything so far such as what size the texture resolutions should be to match my walls, what texel density I should use – and more than anything, how to keep it perfectly consistent across multiple differently-sized objects that are meant to snap together.
The first wall I replaced, the scale of the texture I dropped onto it was too large. I’ve heard of the Texture Coordinate node, but I haven’t really gotten into researching it because I still don’t know where to start in terms of UV mapping for tiling objects. If I create a wall that is 500 in width and 300 in height, is my texture resolution going to be best set at 4096? I’ve seen 8 pixels per 1m or something, but that doesn’t make sense to me, because if I have walls large enough, I would consistently be throwing 4096x4096 textures all over the place and that doesn’t seem right to me for a modular piece that is meant to be tiled.
How do I choose a texel density? I can scale up my UVs and make it so that the texture tiles, but that seems like an awfully manual way to do things, and seems impossible to achieve the exact same scale if I make a different sized wall and have to re-UV map it to the same size as the old one. I’m using Maya, and am currently learning UV mapping, and this is one of the things that’s been stopping me from fully replacing the BSP brushes with meshes, because each mesh I make has different sizes (one wall can be 400x300, 100x300, etc) and I have no idea how to make sure that the UV map will allow correct tiling across every single modular piece that I make.
So for now, those are my main questions:
How do I choose a texel density, and how do I make sure that every asset I create thereafter will have the exact same setup, no matter what the size of the mesh? Do I have to constantly scale my modular pieces outside of the 0 to 1 UV space, and what if one sized wall’s texture UVs are just ever so slightly larger/smaller than that of another wall, will their textures blatantly not match up, or is there a way to prevent that?
When I get into creating textures for modular pieces, how do I choose the best texture resolution? Do I just make everything 4096x4096 and have it so that, through settings, you’re able to minimize/maximize the texture resolutions to suit your performance needs?