I have a question about creating Edge-distress. Okay so in this example you would just create a tilable texture for the majority of the rock wall, then would you have to make separate textures for all the rocks that are not flat 2d objects? Or would you somehow reuse the tilable texture and map the 3d rocks to it? the…
Those can either be generated automatically (for example, by using ambient occlusion baking with negative threshold in Mudbox or xNormal) or by hand (easier in an application like Mudbox where you can paint right over the mesh in 3d, but if your UV layout is simple or you know your way around it well enough, then just add…