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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Ibrahim Lancoln has shared a breakdown of the way he generates hand-painted tiling textures and PBR variations with the help of Substance Designer and Photoshop. The guide includes 68 pages of useful tips and tricks that can help you form your own approach to texture creation.
I used a tileable hand-painted texture workflow using Photoshop mixed with the standard PBR workflow principle in order to be flexible.
Instead of baking from a high poly mesh I painted the fake bakings such as the Ambient Occlusion.
Here is a short preview:
The full guide can be bought on Gumroad for €2.
- PDF (68 pages)
- Photoshop file
- SD file
- Maps and textures