So far ive been getting by with repeating textures. My workflow for small unimportant objects is…
- Make mesh in zbrush or maya
- UV laid out
- Import to unity
- Assign texture to mesh in unity
and thats about it. It works and looks good for small things like wood or rocks. However what about detailed objects? This is what i do and im sure its wrong…
- Make a mesh
- UV laid out
- Paint in zbrush, export texture
- Assign texture to mesh in unity
In my case i need a detailed cliff (side of a mountain). I have no idea how to make big objects in zbrush or maya and import that into unity. How do i determine the size? Ive just scaled it up in unity but i think that may be why my big detailed objects are blurry? I also think it may be due to UVs?
In blender i remember just upscaling the UVs a crazy amount and i always got sharper repeated textures but what what about textures that arent repeated?
Basically what i need to know is how to determine the size of an object in zbrush for unity and how to make a sharp texture for it?