So I got a crit somewhat recently that made me wonder...
Is it efficient or in practice to do a unique unwrap, using a secondary UV channel or something like that. To get object normals (say, smooth corner edges on a building) while otherwise using tiling textures?
I'm asking mostly because I have a piece, that's fairly low poly (something which I'm working on fixing) but, along with that point, the person critting me mentioned baking normals to fix/clean up harsh corners while still using the tileables.
And I can think of a couple ways I might be able to do it, but I wanted to see if there's a generally accepted or often used method.
The obvious alternative would of course just be to add some more chamfers, but I figure why pass up the opportunity to potentially learn a new technique.
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Though for other things that may not be the case. Maybe you want to make a sweet cliff face with unique large scale detail, but also high frequency tiling detail, that would be a good time to use a unique normal map on a 2nd uv channel.