UVless Workflow

The UVless workflow I’m using is centered around hipoly modeling and rapid rendering. Previously before Vray 3.3, I was using a combination of box mapping and blended box mapping techniques by Neil Blevins on the meshes to achieve the majority of the uvless workflow. But now that Vray supports triplanar projection, I’ve converted all of my materials to use that. This allows fairly seamless blending and minimizes artifacts, similar to how Keyshot handles its materials. I also use Mari to paint black and white masks with ptex, which is by nature UVless

to blend between various materials. By modeling everything out and separating as many elements as possible by material in mesh, I’m removing the need to paint 1:1 textures or do any baking. Programs like Substance Designer and Quixel are fantastic for game models where there’s a lot of

details baked down and separated by object ID masks, but my goal here is for photorealistic high poly work.