In order to control exactly where the UVs of my objects will be positioned on the tilling texture, I have decided to import the textures into 3DS Max before I started the unwrapping process.
I also made sure to set up a multi sub-object material for the plaster and stone part of the fence, since it was going to utilize two different texture sheets.
Since I have previously made the mistake of not fully developing certain assets and reusing them on the go, I had multiple duplicates on the screen that needed unwrapping. In order to save a lot of precious time from unwrapping every single one, I have decided to only unwrap one of these objects, and then duplicate it again as many times it was needed and move them back into their original place. Of course, this only applied to objects that were the same. Unique objects required special attention. One obvious example of this would be the wood pillars or the wood planks that were forming the balcony.After doing that, I have slightly altered the position of each object on the texture sheet, so that texture wouldn't look the same, which would have been visible since they are so close to each other.
For the unique assets, such as the crypt, I have tried to retain the tiling over multiple surfaces as much as I could. Of course, the parts of the object that are supposed to be manufactured from different blocks have been positioned differently on the texture sheet, and also unwrapped separately from the rest of the model. I have also made sure to place the seam in the back of the model, somewhere where they wouldn't be seen from the final viewing angle.
For the rooftop, since the angles of the faces were so different, unwrapping them as one would have resulted in terrible stretching of the texture, so I decided to unwrap them individually, which unfortunately led to the creation of some ugly seems, that do break the immersion and realism of the whole thing.
I should have thought of some ways to hide those, maybe by having some individual modeled roof tiles placed on the edges.
Unwrapping the crosses was a whole different process since I had to keep in mind the baking aspect that had to be done. In order to minimize the chances of errors, I have tried to unwrap it according to the angles of the faces, and also the loops present.
Looking back at it, I think I should have spent more time messing with the UVs, to minimize the stretching as much as possible, and also to retain a more uniform resolution between the objects.
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