I am making a blender model of a Living room. Inside of this Living room, I have several objects that can be used not only in that Living room, but in other kind of rooms. For example, I have:
- LivingRoom.blend ==> Basic walls structure, floor, ceiling.
- Television.blend ==> A complex model of a TV.
- Statue.blend ==> In this blend file, I sculpted a Statue.
- Couch.blend ==> The design of a couch
- And so on... (Lamp.blend, Fan.blend, Painting.blend, Extinguisher.blend, ... you get the point!)
The main file, as you guessed, is LivingRoom.blend, inside of which I will be appending all the others. As I said before, I did it this way because those other objects will be reused in other parts of the house (like in the Kitchen or in the Basement, for example).
I need to Unwrap AND create a Diffuse Map + Normal Map + Specular Map for each object.
But I am presented with an elementary question: should I UV Unwrap + Texture all files in separate Texture files? These objects are to be used in a Game Engine like Unity. So I have two options:
Creating an Albedo.jpg, Normal.jpg and Specular.jpg for all objects. Downside of this method? I would end up with 3 maps for each objects, and the number of textures would increase quickly (in this case, I would have 3*8=24 texture JPG files).
UV Unwrapping + Texturing all files ONCE they are inside of the same .blend file. Drawback of this method? I would end up with an extremely messy UV Map and giant Texture files. Furthermore, I think I would lose quality/control over each element separately later on (although with Texture Painting I think this last problem is under control).
I want to clarify this question is a possible duplicate of another question of mine, where I didn't get any quality/useful answer. PLUS, this other question includes texturing also.
Thank you!