I'm learning how to create environment assets and I'm wondering what's the conventional way to texture rock meshes. I've created props in the past before by baking a high-poly model to a low-poly asset, but I think they treat environment assets differently? I'm not sure. I have all the necessary software and have already…
Can you specify what you mean by a large uniquely unwrapped texture? So sculpt in ZBrush, low-poly in Maya, then bake whatever maps you need, create tiling albedo in Designer, import into UE5, and then create a shader for creating details / secondary normal map for the tiling texture? That sounds like the gist of what…
Maybe it would be a good idea to have the option to vertex paint moss inside of Maya? I've seen some posts from Jonathan Benainous where he vertex paints things how I describe, but I've never done that before. You'd have to create a custom shader inside of Maya's Hypershade? Wouldn't it be better to create this vertex…
You can still use a high poly bake, but typically you don't create unique albedo maps. We do a normal map and some kind of packed mask map, with AO, curvature, whatever you need. Then some material wizardry, a secondary normal map, and some tiling triplanar rock textures. The key with big rock/landscape meshes (which UE5…
I created my rock, texture maps, detail texture maps, detail shader, and tested it out. Here is how it looks! Same rock just scaled way larger with different detail texture parameters. It's not perfect but I'm very happy with how it turned out. I hope you all think it's good, too. I really want my shader to be more…