I'm curious what you all prefer for texturing large and complex terminals and hangers.
1. Each "surface" is UV mapped to a single tileable texture. For example, all concrete surfaces are mapped to a single 2048x2048 concrete texture.
This gives the most flexibility with texel density and fidelity. But at a loss of ambient occlusion and specific area details.
2. Each component or entire object is unwrapped to a single texture atlas.
You lose a lot of fidelity depending on how large and complex the object is. But you get AO and can add specific details to specific areas.
I've explored how other devs do it. For example, fly Tampa (klas) makes heavy use of repeating trim sheets. FSDT appears to unwrap all of their buildings and terminals to its own single texture atlas.
Anyway, curious what your preferred method is?
1. Each "surface" is UV mapped to a single tileable texture. For example, all concrete surfaces are mapped to a single 2048x2048 concrete texture.
This gives the most flexibility with texel density and fidelity. But at a loss of ambient occlusion and specific area details.
2. Each component or entire object is unwrapped to a single texture atlas.
You lose a lot of fidelity depending on how large and complex the object is. But you get AO and can add specific details to specific areas.
I've explored how other devs do it. For example, fly Tampa (klas) makes heavy use of repeating trim sheets. FSDT appears to unwrap all of their buildings and terminals to its own single texture atlas.
Anyway, curious what your preferred method is?
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