Hey guys. Have a question about environment art. I keep hearing people talk about using tiling textures for bigger mesh pieces since resolution becomes an issue at that point. I get that. I've used some tiling textures before. I've even blended between a few textures in UE4 for landscape materials.
My question though, is if I wanted to add moss or dirt to an environment, is there a way to do this on non-tiled texture meshes? Let's say I have a bunch of assets that I created that all have different size texture maps applied to them (some 2k, some 512, etc.) that were made in Painter, is there a way to add dirt or moss on top of these within UE4? I basically want the ability to go over my whole environment and paint moss or dirt where I want moss or dirt to be.
I've heard something about using masks with tiling textures. But, where do you make these masks and how do you use them?
Thanks for your time!
Replies
But I don't think it makes much sense to blend tiling textures on top of a unique texture, unless it needs to be dynamic - like its angle dependant or something. Otherwise you can just put the dirt and moss or whatnot into the uniqe texture. Resolution would also vary then, so it might look weird. Personally if it doesn't need to be partially dynamic, it either go with a fully layered material or a fully static unique one.
Also, how would blending the tiling textures with a mask know where the dirt build up is supposed to be on a tiled textured asset? Substance bakes curvature, world space normals, etc. to be able to tell where there will be build ups. How would using a tiling texture on an asset know where to build up the dirt? Is this just done by hand?
also to touch on your other point, I personally do want to have a dynamic texture. I want the moss to react differently to angles using a unique material setup in UE4. I would want this same moss material to be on a bunch of different assets in my scene.