Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead.
However, I've been watching some videos about making rocks for games and I was wondering if a similar workflow could be more suitable if I want to retain sculpted detail but not use 4k maps/multiple materials, and if it's something that is typical for large prop texturing in the industry. I was thinking something like this:
1) Map UVs to a 2k texture in UV set 1
2) Make UV set 2 and map the UVs to a tileable texture
3) Export out mesh with UV set 1, bake maps as usual in Substance Painter, set up RGBA masks for various details like edgewear etc, export out the baked normals and RGBA masks
4) Set up a material in UE5 that uses the baked normal map (I think this is called a macro normal?), the masks, and the tileable texture, possibly also a detail normal map
Also, if anybody has any tips for texturing large assets and retaining sculpted detail, I'd be grateful to hear them!
Thanks!
Replies
Tiled textures can have their own per-texture transforms which make them tile across the atlas.
You can align the uv islands in the atlas layout such that wood grain goes lengthwise for legs, etc.