your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
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Michael Cauchi has presented a tutorial series on the basics of using Texturing XYZ’s micro fabric maps. The tips and tricks shown will require Maya & Nuke. You will also need any renderer.
So, why is it good to create fabric shaders using a semi procedural workflow?
Keeping our fabric shaders semi-procedural gives you an incredible amount of freedom for testing new ideas with your cloth and gives you the best balance between speed and quality in my opinion.
Having the base fabric shader semi-procedural doesn’t restrict the use of any hand painted maps either, you can easily load a texture containing specific wear patterns for the cloth and layer that on top of the base fabric (which as you can imagine, speeds your work up a fair bit ! Theres literally no downsides)
The artist discusses what each of the maps are for and how he recommends using them:
Merge the three maps that come with each pack into one map, increasing speed of iteration.
Intergrating the new multi-map into shader, ending with a few cloth shading tips: