For Mind Diver I was tasked with creating giant environments that should work in one piece and not divided up in several. To my knowledge Unity at the time at least did not officially support udims, but there are still workarounds that I know work with games from all the way back in the quake 3 era so it ought to work here as well.
However having such a large environment piece would require using too many udims at the cost of performance or even making the game playable. I devised a workaround for this using a mixture of textures painted on with a polybrush that are projected triplanar onto the organic structure. In combination using tileable textures for the normal map so even smaller details would appear as the player came closer to the walls of the environment.
However having such a large environment piece would require using too many udims at the cost of performance or even making the game playable. I devised a workaround for this using a mixture of textures painted on with a polybrush that are projected triplanar onto the organic structure. In combination using tileable textures for the normal map so even smaller details would appear as the player came closer to the walls of the environment.