Best Approach to Texturing Assets? Workflow

DanielOS96
Fri, 27 Feb 2026 10:16:13 +0000
Asset Creation

I would like to get some pointers on the best workflow for my use case. I am not a 3D modeller so I have been using Adobe Medium to create the sculpts then decimating and doing a smart UV unwrap in blender. This seems to give me a nice enough mesh.

My issue comes to texturing. Most of my sculpts need multiple materials on them, primarily a plaster material and a mosaic material. I have both these materials inside UE5.7.

My current thought process is to buy a material layering system on fab such as LayerCraft then use the Mesh Paint Mode > Texture Color > Paint, to paint where the mosaic should go and where the plaster should go.

However before I commit to this approach and make the purchase I want to make sure that painting the mask works well and it does not seem to.
Here is an image of one of my models, a door frame, when I paint a part of it sometimes other pars also get painted and there is a few weird looking parts to it.

I have also increased the Mesh Paint Texture Resolution to 512

Basically the bits I have coloured in in red in the below screenshot are the bits of the mesh I want to add a mosaic material to. Maybe texture painting is the wrong way to go about this. Any ideas?

Edit: I tried adding the Mosaic as a decal as you can see it’s not got very good results and I will likely run into the same issue with texture painting a mask. The problem is that the mosaic pattern gets cut off and there is a hard line between the mosaic material and the plater material. In real life the mosaic edge would be jagged and line up with where the mosaic tiles are this is obviously something that doesn’t happen with a mask or a decal.

4 posts - 3 participants