» Mon Jun 18, 2012 11:56 pm
yeah, you want to organize your UV's so that you make the best of repeating tiles, fitting an entire architecture model into a huge 4k texture map is extremely inefficient and a major resource strain.
you might be able to get away with a single texture sheet for a completely unique building that shares no visual likeness with anything else in the game (and even within itself, i.e. has no repeatable texture whatsoever). but even if that were the case, you should pack your UV shells much tighter. and not leave so many gaps of unused space on the texture sheet.
remember, you can resize the UV shells according to importance. the stuff that needs higher detail can be enlarged, where the stuff that doesn't need so much detail can be shrunken down. also rotate and pack them next to each other without overlapping (unless it shares the same texture, then it can overlap). it's sort of like playing tetris except more of a headache lol
also, modeling-wise, i noticed you have several n-gons, t-verts, and extremely elongated triangles. you may need to fix those or else they may cause problems.