Hello, everyone!
I was wondering on how you'd create large environmental pieces without losing out on texture density?
For example, would you create the albedo in a bigger resolution and keep the normals as it is? sound silly, I know. To be clearer, when I say "large environmental pieces" I meant those non-modular pieces like cliff and large rock features?
If not an albedo with a higher resolution, would it be a detail map overlay through shader? I'm quite puzzled on how one would approach the texture density problem, since it would be easier to make a tiling texture for a modular object like say a building, since it's not organic and most of the texture density wouldn't be affected much.
Since I saw a picture post on Uncharted 4, specifically
Jared Sobotta - on how he made those large rock structure but doesn't seem too lose much detail. Would that still be a tiling texture but without normal map and just raw silhouette mesh with a tiling texture and vertex painting applied? Other references would be the ones I saw from
Jacob Norris .
I've just recently figured out, how normal maps work and how to bake clean normals - but seeing that one problem has been dealt with another arises (TnT), mostly on the albedo and possibly roughness - which would probably be solve with either one of them being given an answer to.
If anyone has a suggestion on the large scale object and texture density, please do share - I'd love to hear your thoughts about it, since there aren't many topics that I found while searching on large meshes and textures.
Thank you~
Replies
Looks like what I said previously, with the normal HP + LP bakes were completely wrong (_>p^)b, since it wouldn't work out or scale pretty well.
Again, Thanks Obscura!
EDIT: I would of liked to get around understanding the technicality of vertex painting but, I have no Idea how to implement that. Its more of a lack in knowledge than anything. (VmV).