Apply trims to the parts of your mesh that need it, apply tiling to the parts that need it. Multiple materials per object. I say it would depend on the ornaments. If you look in the artstation example I posted, the person creates some unique metal meshes out of trim and then uses them as modular pieces to create things…
@icegodofhungary Let's say I have, for example, a street lamp of 6 meters with a lot of edges that need bevelling. How would you approach this? Initially I did this with a bake, but if there's a way to save time while maintaining quality and optimization I'm up to it. Do you think trim textures would work for that? At the…
I'm super biased because I love trim textures but you can use them for pretty much anything, so I would definitely try to make my street lamps using a small trim sheet. I would say that a street lamp isn't important enough to spend a lot of time on or do a full unique UV bake with zbrush sculpt. Unless it's a very…
@icegodofhungary I am trying to get somewhere on the line of realism / photorealism, i've actually seen that god of war uses trim sheets as well now that i think about it, so that should be fine :-? Thanks a lot for the resources btw! I might actually use this for my project! How do you combine trims and tiling textures…
If I'm understanding everything correctly, your environment pieces would use actual bevels. You can fake bevels with trim textures as well, but those aren't baked unique to the object. You usually save the unique baking for props. Unique UVs for large environments is too time consuming and requires too much texture memory.