So right now my game doesn't use textures at all, only vertex colors. However many things would benefit greatly from texturing (e.g. vegetation, clothing). Adding textures means

1. Higher engine complexity
2. Much higher content creation cost

(2) is my major concern.

Anybody got any opinions/advice on this?

@lisyarus I like how Deep Rock Galactic does it: most surfaces are plain but have detail added via a limited number of detail textures (looks like they mainly mod normal, roughness and metallic). It breaks up the uniformity just enough to make it look great when it’s really just plain coloured triangles underneath

@sinbad @lisyarus I had a look at DRG assets a while ago (because I adore the game)

I'm not sure anymore but I think the assets were UV-mapped - please correct me if they're not - which would cause a good bit more work with the assets for a solo dev unfamiliar with it

though I feel once you get used to how it works in blender it's mainly putting seams and iterating on how your islands are placed

@mmby @lisyarus the characters are UV unwrapped but the world is triplanar projected AFAICT. So yeah the unwrapping is an extra job but it’s not as finicky as if you’re painting a full texture set, it doesn’t even have to be uniquely UV packed because you actually want to reuse areas of the detail texture all over the model. So a simple per-model-section unwrap into the same texture space would work & can mostly use auto settings