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Using Unique Normals and Tiling Textures

polycounter lvl 14
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Xelan101 polycounter lvl 14
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.

Replies

  • EarthQuake
    For something like smooth edges on a building? No, that wouldn't be very efficent, for smooth edges on a building you can generally just chamfer/bevel some edges in the lowpoly. The geometry hit is going to be less of an issue than the texture memory hit on most systems.

    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.
  • Xelan101
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    Xelan101 polycounter lvl 14
    Ok, that's what I figured. I was somewhat confused by the crit to be honest, because it didn't sound all that efficient to me either. Thanks
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