Figuring out the proper Designer + Painter workflow for best reusability in games
Hi, there!
Let's say I'm building a castle for a game environment. I'll have to author a brick wall tiling texture. But I'll also need stairs, individual bricks, pillars, etc, which will be actual 3D models with unique UVs. The thing is, they'll be made of the exact same type of stone, and ideally I'd like to make some sort of stone smart material (or base material in Designer), that will be used to texture all of these things. I'm looking at adding a bit of rocky surface noise since I don't wanna sculpt microdetails, and some extra cracks perhaps.
The problem is this: from what I understand, tiling textures would be built in Designer using height data. But for 3D models, the height data is sort of useless, right? It seems to me like tiling textures vs unique UVs are completely different workflows, and I can't find a way to properly author materials that can be reused between them. I see lots of people using Designer exclusively for tiling textures and Painter for 3D models with unique UVs.
What would be the ideal workflow to easily build something usable in both cases for a consistent look and fast iteration?
Thanks a lot in advance!
