What about cutting the existing geometry to assign different materials, or the use of decals? And we need to keep it realtime, but can we still increase the resolution to whatever we want?
Started adding extra material setups (unique wood plank floor for the decks), some functionality to the terrain setup, decals, and the first few overgrowth assets. Plus chimney blockouts.
I did a quick blockout according to your suggestions: I'm not sure how to make that small piles of dirt next to the grave. I'll probably make it by mapping decal to mesh.
You could use a single tiling asphalt texture, or a couple blended together for variation. Use decal meshes for everything else, paint lines, potholes, patches, plumes and penises.
Sorry about the delay! Lots of stuff to do this week, and there was a holiday, so I was quite busy dealing with some stuff. The new thread is up! Click here to go directly to it!
If your using a tileable textures for the walls, it would be best to incorporate vertex painting (the combination of two textures) to break up the repetition. Grunge decal placement can also assist with this.
While confining in some ways (we were poring over an oil-spill decal problem today), the metalness workflow does shave some work from the texturing process!
I don't know what you mean by overlay. Even more confusing thus for me is the title. Are you searching for decals, patterns and or brushes or just regular detail textures !?!