Tileable texture and rgb mask workflows

Hi Blender artists community,

I’m working on a game-ready generator, and since the object is large, the high-poly to low-poly bake isn’t turning out well. I’ve decided to use tileable textures instead.

What’s the best approach for creating tileable textures for large objects? How should I set up the UVs and textures to ensure they work well for both performance and quality?

I’m using Blender, Unity, Substance Painter, and Substance Designer for the project.

Also, can anyone recommend some short tutorials on creating and using tileable textures and RGB mask workflows effectively?

Thanks!

…so this is an interforum post:

What does mean (?):

the high-poly to low-poly bake isn’t turning out well

This may depend on how you generate the highpoly and lowpoly models.

According tileable textures:

Well this depends on the texel density you want to have and also the “additional details” across an opject.

For your big main cylinder tanks you could certainly tile some map three times arround but you need some more distinction in the up/down direction ( or whatever you call “…-up”) ? This maybe is even more important for the pipes…

With “additional details” i mean: if the “tanks” are covered with details then the up down repeatition/tiles are not so much visible and may not need this (?). Or you rotate them and the seems is covered by some “belt”.

For generating tileable textures: generally one want to generate or blend this in a repeated way so one can “cut out” a tileable texture inbetween. There are thousand of tutorials and plgins/addon and even applications for this.

There is also some hint in this wiki:

http://wiki.polycount.com/wiki/Tiling

Concerning RGB masking workflow… You may have to elaborate this to get a more suited answer.