Hey guys,
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!
Replies
From this thread.
https://polycount.com/discussion/100388/the-desert-what-can-you-do-with-no-diffuse-maps/p1
More techniques here
http://wiki.polycount.com/wiki/MultiTexture
I picked up Casper Wermuth's worldspace tiling rock tutorial, so I'll be applying the methods you've mentioned here.
Making a kit makes way more sense. I also just remembered there's a new UE4 feature for advanced dithering/blending between meshes - so that paired with some worldspace tiling textures should solve the problem quite nicely. (If anyone remembers the name of that feature please drop a line!)
Here we go, "Runtime Virtual Textures".