This entire project was made with the goal in mind to have only tiling materials. So I developed a workflow to use masks, Curvature and Ao maps to determine where a material should go. I have detailed it below.
Most of the wires and pipes in this scene are made with splines.
With all the tiling workflows that are emerging, and programs like Substance and Quixel that let you make awesome looking materials I figured it was time to try one out. I have found many pros, and cons for this workflow. You are able to get very close to the assets, but without making a lot of RGB masks it was difficult to place scratches on edges and dirt in crevasses. To start with I determined where a material went by and RGB mask. Then plugged in the material function that was my tiling texture.
-I went with material functions, because even though I could not make a master material with them I could globally change the material. Works great for iteration workflows
-You don’t have to use one RGB mask. You can use multiple if you have more than 4 materials on your asset.
For the issue of not having edge detail and dirt I decided to try to make an Ao and Curvature workflow for adding in these details. It worked, for the most part. You lose a lot of the purposeful wear that you get on objects. Yes you can paint them in by hand for a mask, this project was meant to find a fast way to do this. I would recommend to take the time on the hero assets to hand make masks.
Any way, I packed a Curvature into the Red channel and an AO into the Green channel.
I then split and used contrast, scurve and power nodes to get the amount that I wanted
Then plugged the AO into a LERP mask for some tiling Dirt, and the Curvature into a mask on a Material Blend for Edge wear. you end up with stuff like this.
Here is the whole material. Awful spelling and all.