Another great example is The Matrix Awakens demo that Epic recently made. They go over the details of the texturing in this video starting at 28:00 https://youtu.be/xLVJP-o0g28?t=1722
Depends on the technical restraints of the game and on the art direction. If assets need to fit a specific specialized style, and need to have very few draw calls, then baking them into unique sheets might make the most sense. Another example using modular design and layered shaders together to excellent effect:…
Hi there. I am in trying to get my head around the best approach to take for creating a natural environment assets for my game. The main problem i am having is when to use unique unwrapped meshes and textures and when to reuse and tile textures. I am aware that having unique maps for many assets would cause the project to…
We have some tutorials and examples here http://wiki.polycount.com/wiki/EnvironmentSculpting http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/Terrain_in_The_Last_Of_Us https://polycount.com/discussion/159954/the-environment-art-of-halo-4/p1