Hey folks
I am really struggling to wrap my head around this tileable textures vs detailed textures deal.
Let's say I have 3 stone columns for a temple. All three should use the same type of texture to match each other and here comes my conundrum.
How would I proceed if I want each of the tree columns to have unique cracks and such?
-I can make a tileable texture with a normal map in Substance D but then I will miss the unique cracks.
-I could also sculpt all tree columns in zBrush, bake a normal map from there and skip the normal map from the texture from Substance D.
I think I'm confusing myself and is making this harder than it should be, but this is kinda where I'm getting stuck.
I hope you have some suggestions or can shed some light on this.
Replies
Just combine/blend the Nrm maps in PS/NDO or in the material editor in-engine(UE4)
Edit: Or is the amount of materials not really as big an issue as the amount of textures?
There is no soft on the market that would allow to paint/compose that on a model with convenient real time feedback . Blender maybe , partly
Is there some kind of golden rule or just a rule of thumb to when a model should be using tileable texture + normal map (read: Designer) and when a model should (or benefit better from) use zBrush normal + unique texture?
ps. Colomns could be unique one. just rotated randomly