Method 1: Create a detailed strand of stitching using hair tool in blender. Then create a large scale stitch. Export this a height map and apply using substance. Is height map the best choice here?
Why are my results terrible? It is too costly performance wise to have a full watch strap stitching using particles. I want to use a PBR setup and apply the stitching using only textures.
“Why?”
cuz HQ CGI usually means dense geo, great textures, shading and amazing lighting… - smthng that “game” philosophy can’t stand, so take it out off your mind-set for time being and strive for physical correctness aka “photo-realism” of “macro watch photography”
Thanks for your response Burnin, I am currently trying to strive for super photo-realism with this project, thus my need for detail. The rope you linked was a thought of mine a while back, which led me to creating the thread for the stitching myself (as mentioned in my first attempted method). Would you know a great way to implement this realistically? I don’t want something that is too performance heavy