I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
@Alex_J thanks for the reply. Im mainly talking about masks generated in Painter specifically for big meshes. So if I have a very large rock for instance, the rock needs a normal map bake and also masks generated for it so I can use tiling textures and get other things like edge wear and dirt. If these rocks are huge…
Lots of things you can do and it depends on the situation, so images of your exact problem are best general things to try: find a larger image to use for mask use a noise brush to paint the mask manually use an upscaler (free on internet) to increase resolution of an image use geometry to screen view of large areas layer…
Im using tiling textures on large rocks (think cliff faces) and there is a common workflow where when you still need to have edge wear on large rocks, you use masks in conjunction with your tiling textures so they can blend better. Then on a separate texture map you have masks for edge wear, AO, dirt or whatever else.…
Fundamentally this is the same problem you have when texturing a landscape - you have a relatively low mask density and you need a very high perceived density of information. The same bag of tricks you can find in the billion youtube videos on the subject (ie. noise + height blending between tileables) are applicable and…