Hello everyone!
I'm planning pipeline for creating modular environment kits for my game. The style of my game is retrofuturism. So for me it means a lot of large curved shapes. Taking this fact I've faced a question: how should I create textures for my game?
My first decision was to texture everything with trims: walls, floors, roofs and other objects. But I've discovered a problem. Really visible seams across large curved surfaces. To solve this problem I decided to use one half of a trim texture as a simple material with nothing on it (example on picture below).
However I also thought about creating additional material slot on mesh. This slot will carry a simple material, which will be covering large curved surfaces. The rest will be leaved to trim textures. But having two materials on most of the meshes, isn't it expensive?
![](https://uploads.gamedev.net/forums/monthly_2020_04/95fdabe788154879aef9a0f18a4268da.image.png)
![](https://uploads.gamedev.net/forums/monthly_2020_04/ff836594359d4a4e954f1b0a5d574c6b.image.png)
And my question: which method should I use?
- Having half of my trim texture wasted on simple material, but having less material slots on meshes.
- Having more material slots, but using all space on my trim textures.
Thanks everyone for response!