Blender to Substance Painter to Unreal
I have a question for experienced indie game developers. I still consider myself a beginner and need some feedback. I am using Blender, Adobe Substance Painter and Unreal Engine 5.7 to create and texture assets for my first solo developed game in Unreal Engine. There are two methods I am comparing for applying textures in Unreal using this combination of software.
- I've been following a course on Udemy that used one FBX file for multiple objects made in blender. The instructor then used Geometry IDs to easily assign materials inside Substance painter. Then I had to drag materials generated in substance painter onto each separate object for the single fbx file inside Unreal. I would also need to parent the objects together to easily control the asset in Unreal.
- I also found information online that said using vertex painting inside blender, then joining all the objects together as a single mesh before exporting to substance painter is more ideal for Unreal Engine. This method uses color id inside substance painter. But leaves one single texture file to use inside Unreal Engine.
My question, is which of those two methods produce better results in terms of memory usage both while developing inside Unreal and the gameplay for players once the game is published. Also which one produces the best visual results for the player?