I have a question about creating Edge-distress.
![rocksImg-01.jpg](http://the-witness.net/news/wp-content/uploads/2013/09/rocksImg-01.jpg)
Okay so in this example you would just create a tilable texture for the majority of the rock wall, then would you have to make separate textures for all the rocks that are not flat 2d objects? Or would you somehow reuse the tilable texture and map the 3d rocks to it?
![rocksImg-02.jpg](http://the-witness.net/news/wp-content/uploads/2013/09/rocksImg-02.jpg)
the picture is from here
http://the-witness.net/news/2013/09/on-the-rocks/
Replies
Remember that unless you're making something like a painted metal that's changing color on worn edges, most of the wear contribution should happen on the specular (or roughness) map and not on diffuse.
Separate the polish (rise of specularity), direct damage (cracks and scratches, cavity map, decrease in specularity and change of normals there) and material layering/compression (plastics getting white and desaturated on exposed edges, painted wood exposing layers of old paint, old rock getting brighter on damaged edges).