I have to model and texture a minivan which is like 30% windows, and I was trying to think what the best way to approach it is.
I feel like putting them on the main texture flat and using an alpha is a massive waste of resources because they don't require a lot of texture space. So I am thinking that have a 1024 for my vehicle and a 256 for my windows would be the best thing to do. Also windows do not really need normal maps right?
Another thing is will my normal maps get messed up if I make the left and right side share UV space, but make the center of the vehicle unique? or is that a bad idea?
Can anybody give me some tips or thoughts? Thanks!
Replies
No, as long as you're making the windows as separate floating pieces they shouldn't need normal mapping. They'd only really need it to compensate for bad smoothing.
You'll need a special shader that takes normal mirroring in consideration for it to work properly. In most engines I think you'll need to offset your mirrored UVs outside the regular UV-space.