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Engine drawbacks to using a 3rd UV channel on mesh?

Man, I've been posting a lot lately, but I'm not having luck with the search features.

I have a few meshes that are pillars that need all of the UV space so the high to low poly bake doesn't overlap. I don't need all that space for the diffuse, though. I can fit more on so I can avoid having additional textures.

My question is: Is there a drawback to having the mesh use another UV channel to pull up the normals?

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  • r4ptur3
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    r4ptur3 polycounter lvl 10
    Not quite sure what the question is -- can you show an example? More UV channels = more vertices. Think of your UV channels as the rough equivalent of duplicating your mesh. You can see the difference in the content browser while viewing your meshes. It should list the vert count under the mesh icons :)
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