I have a bunch of pretty large stone statues that all need unique 0-1 bakes and Albedo maps since they are all painted a certain way and tiling textures won’t work in this case. What would be the best technique here? Using a 4K for each one of these assets seems a bit overkill. I’d also like to put more than one of these statues on a texture set, rather than each one have their own if possible.
not sure how to go about this to keep resolution high. Using a detail normal might be ok, but wondering if anyone else has other ideas?
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Tileable materials to keep the quality/fidelity high and texture memory overhead low. If its painted a certain way, whatever that means, it could be handled via masks, vertex painting, secondary UV sets, decals etc.
Thanks for the reply. Decals won’t work here unfortunately. Ideally a unique 0-1 would be what I use, but the asset it too big. vertex painting wouldnt work either because there’s tons of colors. It’s basically a giant uniquely painted statue, and there’s about 5 of them all different
thats why I thought maybe just tiling a detail normal over it would work, but just seeing if anyone else has made something similar.
The only other compromise I can think of is breaking the statue down into multiple texture sets to maintain an acceptable texel density (one unique texture for the entire thing, even at something like 4k would still be a low texel density given the sheer size of it). A detail map will only make it look alright up close, but won't serve it anything from beyond medium distances
can you post a screenshot or a picture of something similar that gets the point across ?
this ended up being the winner here. seems like it was the only logical workflow for this. downside is multiple materials per asset, but cant win em all! thanks!
Multiple Uv sets/udims and then combining them together in the material is also a good way to deal with large rock/mountain assets. You'll have a single much more complicated material though
hey thanks. would love some more info on this. the way ive dealt with large assets like rocks in the past is using RGB masks with tiling textures. What would multiple UV sets do in this case?
side question here - are udims and multiple UV sets the same thing? can they be used interchangeably?
UDIMs are just offsets of the original 0-1 UV square. First hit on the gurgle: https://learn.foundry.com/modo/901/content/help/pages/uving/udim_workflow.html
UDIMs are arranged within the same UV set.
UV sets are totally separate arrangements of UVs, for the same mesh. You could use tiling/overlapping UVs in UV set zero, and an atlas/lightmap non-overlapping UV in UV set one, and another UV layout for decals in UV set two, etc.