Trim Sheet Sci-Fi Environment
To learn more about efficient texturing for game environments, I decided to learn about trim sheets. They are a great way to save on draw calls, by only having one material that is shared between large chunks of level geometry.
For reference, I decided on 80s cinema space stations, not too modern looking but still practical.
The UV based workflow did not quite make sense at first but, I quickly got used to it.
The Texture Itself
Using the PBR Metallic/Roughness workflow I could quickly fake details into the texture. It even support transparency for the text on the walls.
Now, how do I know which part of the texture is going to be where? I decided to keep the ID map as visible in the render below.