The main implementation approaches are Tile and Trim.

Tile is an endless repeating texture on both axes and is the main method of texturing large areas, such as walls, floors, etc. If a large area is covered with a single tile, its pattern will be visible. In order to hide the repetitiveness of a Tile texture, the Detail map, Decal, Vertex paint methods are used.

Trim differs from a tile in that it can be repeated seamlessly along with one of the axes. On the second axis, it is usually an atlas, consisting of other trim textures. This method is mostly used to texture small areas - decorating walls, etc.

Texture pipeline

When configuring materials, use only the following maps: Base color, Metallic, Roughness, Emission, Normal, Occlusion, Alpha (other channels are ignored). Place in each of these channels a specific numeric value from 0 to 1 (other values are ignored), or a baked map (texture). Procedurally generated textures are required to be baked!

Use textures with a resolution no larger than 1024 x 1024 px

When setting up the model materials, keep the same styling of all the textures that are plugged in:

Fully transparent polygons are not perceived. The first polygon with the smallest vertical coordinate and a non-zero alpha value will be "substituted" for the zero level (if there is an animation, then the zero position will be determined by the same rule at the initial moment of time).

  • Decal

Decals with additional primitive geometry are most often used for damage, chips, etc.

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