Texturing Problems and Soutions
As our game will now feature a town consisting of a long road with a number of forks an turns, the amount of buildings needed has increased drastically. Therefor, an efficient texturing pipeline is required as time would not allow us to texture 30,40 or even 50 buildings. Several avenues were explored: Creating a semi-procedural material in substance Designer Procedural materials would have meant we could edit parameters on a texture directly in game engine. So after apply a texture, we could change the amount of wood planks, the size, colour and level of details. Unfortunately, parameters are not accessible through the material, instead, the imported material comes with a sort of support file that controls the parameters. Making an instance of the material does not create a new support file to edit the materials, meaning every building would need a new material adding an additional draw call. This is not an option given the number of buildings we need. Texturing...