One trim, several tiles and face weighted normal. Trim is mixed with tiles through the second UV channel. One of the main advantages of such a workflow, I consider the opportunity to use Parallax Occlusion Mapping to impart the illusion of depth. Potentially, it opens up very interesting opportunities for creating very detailed premises like narrow compartments of a spacecraft or a futuristic vehicle cab. Despite the differences in the basic principles, the main example for me was Star Citizen. In the following projects, I plan to get closer to their workflow even more.