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I am creating a stylized rock asset pack and I need a bit of advice

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Johnnynapalmsc interpolator

Hey guys,

So currently working on my stylized rock pack, and I am almost done with it, now will be moving to the texturing stage. I was wondering, when it comes to big rock formations, how should I approach the texturing? I could just do a 4k or even 8k texture on them, but obviously if the player gets close enough, the texture will start to get blurry. If I just do a tiled material, the tiling would be obvious from far and I couldn't have things like curvature based highlights on the edges of rocks etc. What would the approach be to this? I hope you can point me to the right direction! Btw this pack would be mostly a "general" asset pack with .fbx objects and textures, but I would also like to upload it to UE4 marketplace and unity store.

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  • Eric Chadwick
    Tiled texture for details, large untiled texture for big forms. Look into Multitexture on our wiki for details.
  • Johnnynapalmsc
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    Johnnynapalmsc interpolator
    Tiled texture for details, large untiled texture for big forms. Look into Multitexture on our wiki for details.
    Thanks will look into that!
  • Johnnynapalmsc
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    Johnnynapalmsc interpolator
    Another question. If I will be putting this asset pack on the Unreal Marketplace, would I be expected to have all of the materials done using the material editor in unreal engine? For example I create my base rock texture in subtance designer and then moss texture, but blend them using the unreal engine material editor. Or would it be fine to have only the substance material to have the moss control, and then people would use those maps? (By using the substance plugin, that converts whatever settings you input into a texture set that is then applied to unreal material). I hope this doesn't sound too confusing.
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