lets say i need a long wall ingame (unreal engine) i would generate a square (one face only) with default 01 uv and would apply trimsheet. i now could copypaste the one many times, then i would have a long wall. now when i want some variation like moss, i could use vertexpaint after tesselation/subdividing the mesh, but…
If you're using lightmaps in Unreal and are making a long wall, it would be better to not use small squares. You don't have to worry about fitting in the 0-1 space unless you're going to bake something other than lighting. It should have a tiling texture which means it tiles outside of 0-1. So there's no reason you have to…
Yeah, vertex paint makes you issues with lods . So it could be a second uv channel or maybe low res automatically baked textures for distant lods ( works quite well with hierarchical lod system and on terrains) . It also could be a mix of a macro mask that use a texel size multiplied from same UV and multiplied itself on…