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.
If you’re interested, my sketchbook has some examples of textures for animated water, with breakdowns. It’s not PBR, but might help since it’s using tiled textures.
Hello, We are working on a mobile game and require some existing assets retextured in a hand painted style. Only artists with extensive experience in this style should apply. https://www.behance.net/gallery/35854661/Hand-painted-texture-characters/modules/224810925…
Hi. Can anyone help me on how to create this kind of texture animation? Will this be possible in maya? thank you https://www.artstation.com/artwork/vDJ0Q6
This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?
Hi ! (sorry for my english, I'm French ^^) I would like to animate four textures on a background (it's an underwater pixels scene material, play on a screen). It works but the four textures seem to lack opacity. when I plug in only one texture, the opacity is normal It's a vending machine (sushi ^^) with underwater scene…