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Preferred UV or texture strategy

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unitedstates
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?
 
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I have the very same question and was really hoping for some comments here. Ha. My current plan is to finish working on the airport I’m creating without any overlapping textures and then go back and take one hanger and overlap them to get more detail. Then put the two different hangers side by side and see which I like better and if the absence of AO and such is noticeable and a big deal.

I will report back at that time but I’m probably a good couple months away from being able to do that. My goal is to get the airport up and running to make it usable before I start trying to make it better.
 
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