In 2 weeks time I'm going to be starting some R-n-D at the studio I work at concerning texturing some MASSIVE canyony and rocky environments. The aim is to establish techniques and tools to aid in creating as photo-realistic sets as we can to sell how large the characters are (some are going to be 4 to 5 stories high).
What I would like is if some of the more experienced artist's here could suggest avenues of research that I could look into to achieve as close to photo-real as we can with as little hand painting as possible.
Some of the things that we have on the list to explore are:
- Creating a triplanar setup similar to Mari within Maya
- Sculpting and texturing tileable surfaces then extracting displacement maps to use in Maya
- Texturing proceedurally
Of all of those three, texturing proceedurally scares me the most because I haven't done a lot of that in the past. Any help and suggestions with that would be greatly appreciated.
I would be incredibly grateful if anyone could suggest any tools or techniques that might help.