Poly count isn't really an issue nowadays, they are fairly cheap on modern hardware. Lots of games use this technique, more or less extensively. You don't necessarily need to have all edges soft though. Or you can do a combination of baking pieces that would otherwise be too highpoly, and apply bevels on corners of…
Can't think of an example off the top of my head, but I guess my main question is, for big giant props, how do you add edge wear? Lets say I have a giant metal sculpture that needs edge wear, or wood that needs some lighter edges. Whats the most common way to texture something like this? I've seen a technique using masks…
If you take a look at the example in the link, you can see that there are shader ways of doing this. Vertex normals and/or normal of the trim texture can be used to know about edges. Not sure if you have seen this one yet: https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques You could also do…
Damage decals. Or you can use the traditional rock technique where you bake bespoke AO and curvature maps for your mesh and use it as masks in engine to layer in details on top of your tiling textures, since those are greyscale it doesn't hit memory quite as bad and you don't have to make them 4k either. You can throw in…
There is an addon for Blender that specializes in that https://www.blendermarket.com/products/DECALmachine It has some tools to drag and drop decals, generate decal font atlas, create mesh trims or seams on your geometry and even comes with shaders for Unity and Unreal. https://www.youtube.com/watch?v=C_V3_lIPR2A Other…