I am trying to figure out how to go about making large game assets like this, and more specifically how to texture them. I'm sure there are actually a lot of different ways to do this, but I'm trying to get a sense of best practices.
Is this pyramid one asset, or an assemblage of blocks, each of which is unwrapped and textured separately?
How is something like this UV mapped such that it has sufficient pixel density? Is the UV mapping handled differently for the normals than they are for albedo/specular/etc?
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https://www.artstation.com/artwork/59Nz1
They mention modular meshes for the blocky pieces below, decals for the eroded stone, probably a bunch of different texture blends for everything to give variation, detail maps too.