I watched some tutorials, where they were texturing landscapes, tiling a lot at 2k and then exporting at 4k. Usually I would say upscaling image cant be done at least not any detail gain, but I don't know if Substance painter can do it?
Painter doesn't upscale the export texture, it reprocesses the layer stack at the output resolution and bakes it to texture. So.. anything that supports a higher texel density than your 2k texture will gain detail if you export at 4k so in that sense
What won't benefit is stuff you paint manually (masks etc.) or any bitmap resource (eg bakes) - that will all be upscaled conventionally and will thus get blurred a bit.
IMO when you upscale your textures wouldn't look better because most of the noises are not really up-scaling properly and you start to see the details you haven't before because they were dissolving in between pixels and invisible . Now they are not and usually they doesn't look good,. Reveal their procedural artificial nature . Repeating patterns etc.
it's cool idea to work in low res and get hi res images but it never really worked for me. Just my experience. I rather downscale usually.
Replies
For texturing landscapes or large surfaces check out the polycount wiki for techniques and use the forums search function to find related threads.
A simple approach to reduce visible repetition on large areas would be to mix in macro textures or fade out detail at a distance in the material.
Good luck!
So.. anything that supports a higher texel density than your 2k texture will gain detail if you export at 4k so in that sense
What won't benefit is stuff you paint manually (masks etc.) or any bitmap resource (eg bakes) - that will all be upscaled conventionally and will thus get blurred a bit.