* world projected textures with subtle grunge can help break up repetition and can help "tie" props and environment together by blending hue and value (has to be very subtle) * haven't done it myself, but I believe you could use a second UV channel for things like an edge or cavity mask, and break this up with a grunge…
I'm working in a game for our portfolio and I am placing the meshes we worked on in our scene in UE5. We made our own 4-Blend Material to blend in up to 4 different texture with base color, Normal and ORD and I would like to get help to avoid any form of repetition on the bookshelves shown in the image. Any suggestion?
Hi! Other than the options given, I can think of modulating values based on actor location/ per instance or fading out repetitive details at a distance. The direction of wood grain looking inconsistent between boards is more prominent to me than texture repetition. I suggest working from references, if you don't already.…