I'm working on some large cliff faces in Zbrush, and I'm wondering the best approach for texturing these for rendering in UE4. I'd like to have them game ready.
Normally i'd have a smaller scale tiling texture go across them, and then have a larger Normal & Cavity map for masking edge-wear etc. But the problem is that the surfaces are very continuous in the reference...
So I'm wondering if there's a newer method for tackling these sorts of assets that I haven't heard of, or if I need to just make a rock kit and hide the seams as best as I can. Would love your input, thanks!