So I setup a 1k texture to have the texel for 1 meter, but if i apply a texture it looks repetitive, not sure if it is the texture or what.
I played with some ideas, like a second uv channel and thought of even vertex colors for blending other textures in but the polygons are quite low.
I am not sure if that is right way. I was thinking perhaps maybe a combo of shaders with two blended texures, or using a decal.
but not sure how expensive this is, or how even games do their textures while keeping texels in sync. I used blender but to set the texel, but i also have rizom uv which offers same feature. are all objects minus the player in fps going to use the 1k texel. and say weapons or hands 2k.
I think i am a bit uncertain how to author these materials with textures is all and would like some direction. whether links you can point to or suggestions.
very noticeable repeating texture
Replies
http://wiki.polycount.com/wiki/MultiTexture
Also modularity
http://wiki.polycount.com/wiki/Modular_environments
where the small grid section is the 1 meter 1k texture.
if i was to have large rubble with normal maps then at this way uv's are setup i might require like 8 or something 1k textures. I think this question is more related to texels and uv's then anything I figure vertex blending is a thing.
Start with breaking up the meshes with general shapes, windows/doors/columns/pipes/etc. Like RyanB says.
Then add multi texture blending and similar shader tricks. Add detail meshes. Etc.
Look at how pro environments are setup.