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…
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:…
@orangesky "Artists in general don't seem to use this technique very often and I don't understand why it is not used more" Its a lot easier to make pretty portfolio pieces with unique textures, and setting up this kind of system is more of a tech art thing :)
Thank you for your contribution! I see that the technique is not as unusual as it seems, I am happy to see it being used nowadays, the main problem was that I didn't know how to do it in Substance, I thought that this software was not prepared for it but I have seen that it is and I am very happy about it. Artists in…
Substance isn't required to do this - what you need is a game engine that supports blending using shaders. They're just using substance to create masks. You could make these masks in photoshop or any image editor. It's just easier to do it using substance painter. Both Unreal and Unity could do this. Unreal Engine would be…
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
Thank you very much for your answer. I found this wonderful interview where they talk about it. https://substance3d.adobe.com/magazine/cyberpunk-2077-a-world-full-of-substance/ It would be great if artists who are not part of CD Project could also have the opportunity to use the method in an optimized way for substance…
@orangesky Its used quite a bit in AAA. See Cyberpunk 2077 for liberal use of this method. It can consume less VRAM, but you trade that for greater material complexity.
Hi all. I was googling when it is better to use tileable texture blending and when it is better to create the textures with photoshop or Substance Painter for models for film and video games, I came across this forum topic, I couldn't resist the temptation to ask since I can't find anything that convinces me on Google.…