for the tiling textures you likely want to combine it with using a splat map: Splat - polycount basically it is a master texture that controls where tiling textures go. If you overlay some textures on top of all of that it can look pretty convincing without a lot of work.
You have to add the cost of texture sampling. It's really for the sake of science as imo the difference should be small. https://forum.unity.com/threads/performance-implications-between-vertex-colors-vs-textures.671698/
How to reproduce the fine details of the environnement I can expect that rough asphalt like in the image would need to be sculpted in Zbrush, but should fine cobblestones, tiled floors and fine joints in masonry like in the next image be sculpted or can they be reproduced with textures? (1) Reproduce with textures.(2)…
I'd say anything that is reusing a lot designer is king to build the trim sheets or tilables. Any unique asset will profit from sculpting. That being said, nobody is stopping you from using designer generators, textures etc to texture your uniquely sculpted mesh
This is FUCKING INSANE!!! is this even legal? Now they're going to scrape my 3D models and textures and use them to train my replacement. Just fucking amazing...What am I supposed to make my textures in, GIMP??! Maybe I should start pirating their software.
This is one of those situations where there's a real distinction between 'can' and 'should' You absolutely can use 7 texture sets on the turret and there's no reason to not use 7 texture sets on the turret if your use case justifies it i.e its big and important and you're taking full advantage of the resources you're using…
Hi! Ideally share the lowpoly of the part this is happening with for testing. I think the second issue is due to the texture resolution being to low. Of course a simple option here is to increase overall resolution. Or you could try re-using parts texture for repeating details. Using a debug texture while unwrapping, you…
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…