I am in the process of making a portfolio environment in unreal engine. At the moment, I have a blocked out building made in max, not yet UV unwrapped or sculpted.
My scene will consist of a forest environment, and the exterior of a house as the main focus of the project, with some props around it.
I am wondering if there is any suggested workflow for this kind of asset, as I have seen a few ‘game asset workflow’ tutorials, but generally this workflow is for one small asset, with one texture. I am wondering if I should approach my building like this, or more as a series of assets as it is the main feature of my scene. I would also like to know if I am better off separating the front and side facing parts of the house, as I have had a hard time finding the best way to sculpt and bake the roof without making a separate material for each side.
I hope this wasn't too daft a question, and that I have provided enough information for you to give any sort of answer or guidance. This is my first go at attempting a ‘game ready’ environment, so I am wanting to find the best and most efficient ways to do it.
Here is a basic version of my blockout model:
If anyone has any tips or suggestions that would point me in the right direction, I would really appreciate your help ?