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Environment Texturing techniques for sculpted meshes and modularity

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Spawd null
I have been researching environment art for games for some time now and I came across trim sheets and modular assets. I am still confused about the workflow. 
Ex 1 : https://www.artstation.com/artwork/rR2weE
This guy made the high poly in zbrush first, then textured it in substance. But won't this make a unique material for this particular asset and require a lot of materials for separate meshes. Would you use the texture sheet of this asset to create new models? Or use one material for the bricks and a trim sheet for the rest of the assets, maybe the door in a separate texture.

Ex 2: https://cdna.artstation.com/p/assets/images/images/002/588/702/large/brian-recktenwald-br-scotland-06.jpg?1463427119
The rocks here, do they use a few number of materials with unique normal maps/textures for each or just one material?

Ex 3: http://www.kevinjohnstone.com//Images/Gears3/Flood/ConcRail_LOWS1.jpg
http://www.kevinjohnstone.com//Images/Gears3/Flood/G3_Flood_Tower2.jpg

Kevin discussed how he did the textures on these here : https://polycount.com/discussion/90110/gears-of-war-3-environment-art/p4
So is it recommended to make some high poly, bake them into low polys and then use the texture obtained to make other similar assets? And tileable textures for grounds, walls, floors etc.

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  • sprunghunt
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    sprunghunt polycounter
    the workflow is different for all of those examples. 

    EX1: this isn't an asset from a game so it doesn't have the same restrictions as an actual game asset. During development of a game you might have a few environment asset that are uniquely unwrapped - statues are almost always done this way. 

    EX2: These rocks are probably a tiling texture combined with a bigger texture using a custom shader. 

    EX3: In environments the more re-use you can do the better. Not everything will need a hipoly but you often get better, and more detailed, results from a hipoly to lowpoly bake. 

    So the answer is that you might do any of the things above. It depends on what you're making. A natural environment might use more tiling textures and a environment that's all machinery might use more modular textures. 
  • Spawd
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    Spawd null
    That clears it up, thank you!
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