Some maps and concepts from our title Siege: WW2. These environments were made in Unity for mobile devices, and are therefore as resource cheap as I could make them. Basically no alpha used at all, only diffuse with low resolution lightmaps. to create the ground I first started with a tiling texture on a long plane. Then I used a lot of oddly shaped low resolution meshes with varying 128x128 tiling textures to mimic a splat map of sorts, cutting away the plane where it was covered to save lightmap space . My rule of thumb was that every tiling texture had to tile at least 6 times (comparing to 1 to 1 UV space if that makes sense). This resulted in having a 512x512 lightmap and only around 600k give or take of textures needed per map. Interesting challenge to say the least, as the solution to making this performant on our minimum spec was in effect to do it in the dumbest way possible. Nothing fancy at all, just textures and meshes.
Siege: WW2 Environments done in Unity. Little to no alpha used and most textures are 128x128.
Siege: WW2 Environments done in Unity. Little to no alpha used and most textures are 128x128.