Looks like Unreal dislikes overlapped uvmaps… That’s fine… But means that I need to get textures with higher resolution (while there is no texture sharing space),
what is the recommended flow for this?
- unwrap object’s uv into single texture (the more object in scene, the more materials and less performance)
- unwrap object’s uv into an atlas texture (big atlasses, less objects per atlas = higher amount of big atlasses, each object per atlas ítem, more hdd space)
- any other?