Hi,
It's more of an advanced texturing question.
I'm coming from prerendered production where we would bake tiling map, create a mask for the UV shell border and paint it out in Mudbox / Bodypaint / Mari and then apply it on top of the tileable texture fixing the issue.
Is this method used in Unreal or everybody just ignores tileable seams on rocks and props? I don't want to use this technique as it laborious, not too adjustable, not scalable, and performance expensive.
Maybe you guys are using world coordinates for seamless tiling. I don't know.
I've attached an image.
Replies
With the rise of procedural texturing tools like Substance, Megascans, etc., textures come out of these tools already tiled.
But if you're using photo source textures, or random textures off the web, you'll need to tile them yourself.
http://wiki.polycount.com/wiki/Tiling
Pardon me if I misunderstood the question.