lets say i need a long wall ingame (unreal engine)
i would generate a square (one face only) with default 01 uv and would apply trimsheet. i now could copypaste the one many times, then i would have a long wall.
now when i want some variation like moss, i could use vertexpaint after tesselation/subdividing the mesh, but that would increase the vertex count.
are there some other ways we could apply variations?
like using a second uv channel, and painting on that one per mesh??