I’m trying to model a big room, and I feel always disappointed by the look of it, because when I try to apply some materials over it, I see the repeating patterns and it feel cheap (compared to smaller models with non-tiled materials). Looked for solutions over the months and seen some things “that could” be implemented in Banshee editor and in the framework (as we would need to load back the assets afterward). Unfortunately, I’ve not found any solution that could work outside the editor. The industry should think of a way to export in a exchange format so we could use external tools to make this. Yet the engine need to support the technique.
Decals have been used extensively in the industry for years and are quite ok (great for having bullet holes and blood splat on the floor generated by the engine) and for helping a level artist break the patterns on a large model made of a single tiled texture. The artist need to define the image that would go on a plane that would be placed on the surface model in the editor, then theses decals would be batched. Like this image of a blood splat over the stairs.
Found a good article about them here on Gamasutra
The other option is by using shaders that would offer layering and masking(best option for painting large models and terrain in my opinion). This technique has been used for years for terrain painting, but would be great for texturing large scale models from tiled texture. Each “layer” would be a tiled texture and the user would paint the mask for each layer.
Seen a plugin made for Unity that is doing exactly what I would dream to have (in any game editor) Link here.
Here is an example for creating a layer and a mask on a model and breaking the tiled pattern:
The developpers have gone even further. They added the ability that each layer can also contain another shader. So they can “paint” water for example:
Here, they could apply a “wind” shader that can manipulate the model vertices!
I’ve posted it here, as the framework would need a way to load back and apply theses shaders, still it’s only a recommendation not a request. This would require a lot of work!