This is a result of a Trim Texture study inspired by Tim Simpson's Polygon Academy channel on Youtube
https://www.artstation.com/pixelmasher
https://www.youtube.com/channel/UCGXr6E_g91ue1rfhA9j4TLA
Using Trim textures is a tremendous way to create assets fast and efficient and also a great performance saver, since you use only one texture for a whole set of assets.
This whole Greek shrine/temple is using just one texture as well, the UVs are cut in the right places to create all the Interesting patterns and decorations.
It took me about 8-10 hours to create this piece which is super fast compared to doing the traditional high poly to low poly and unique unwrapp workflow.
I've been also messing around with Screw Modifier in Blender and ended up creating a lots of pottery that I've later decided to use in my desert temple scene.
There are about 7 types of pots and each one is up to 500 triangles.
I've reused the trim texture that I've created for the building, to save up some memory and time.
I've tried to use the bigger chunkier parts of the texture so it wouldn't look all cut up and weird. It fits pretty nicely into the scene with just a simple color and roughness variation done in Unreal Engine and I feel like the repetition is not obvious from the players perspective.
Screenshots are from Unreal Engine
Ancient Greek Temple - Trim Sheet Texture
Ancient Egyptian Temple - Trim Sheet Texture
material in Substance Painter
material in Substance Painter