I am not a texture artist, but I want to be able to produce quality textures for a game being made in unity. I see all different methods and programs that people use to show textures for low poly models with high detail, but I have no idea what the work flow for this should be.
I’m working on hand-made textures for a stylized internal-brain environment, and I wanted to have these vein-ish tubes are elevated off the the “ground” of the texture (sort of like coral) . I’ve heard of normal mapping, displacement mapping, and I’ve read about both of them. I’ve seen that some people use both, and then where others say using both is overkill. I’ve also heard both cases of Unity not accepting maps with displacement or they do accept them.
I currently have a tileable texture but without the vein part, and it’s just color. So currently its very flat. This is probably an obvious statement, but I want to be able to achieve great detail and 3-dimensionality with as low poly as possible.
Should I create my texture with a displacement map to get the "veins"to pop out (like coral)? Will that work in Unity?