Hey! I would add the cracks layer inside of the material in Unreal. There are plenty of material expressions and functions you can use to combine different textures in the material (like linear interpolate, multiply, blend angle corrected normal, ...). Got to get familiar with the material system and use the documentation.…
good find - I didn't know those dbuffer nodes existed. for the tiling issue - make a 2 or 3 versions of the material and use a world space mask (noise texture or something) to blend between them also go read about virtual textures - they're for making this sort of thing cheaper and better
I'm making a simple modular road asset that will be used with the UE5 spline tool to make a highway in my scene. However it is giving me some problems when it comes to UV mapping. I'm trying to maintain a 5.12 px/cm texel density throughout my entire scene, but doing so with this asset gives me UV Shells that are larger…
HUGE UPDATE!: I somehow figured it all out through trial and error. I was able to use DBuffer nodes to apply a mask to decals applied to a given mesh (in my case the road mesh) to mask around the cracks. This was so tedious to figure out since I could not find any explanatory documentation online about masking decals.…
UPDATE: I was having a hard time trying to figure out how to do the suggestions after my last post so I just went ahead and hand drew the cracks in Substance Painter. Definitely not the perfect solution for a variety of reasons so I will be coming back to it at some point. Additional advice would be extremely appreciated,…