So i'm looking to optimize some assets that were created with a combination of tiling textures (in this case, 3 diffuse, normal and specular maps on one mesh)
so the way i'm going about it now is this:
-make a copy of the finished textured mesh
-layout uv's of copy
-transfer diffuse map from the source to target using transfer maps
-repeat for each additional map.
i'm using the diffuse input for each transfer as there's no input for specular, and the normal transfer option also bakes in the surface information instead of just the tiling normal texture.
so is there a more efficient way of doing this, or possibly a way of transferring just RGB information from all 3 maps at once?
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On a side note, i am getting some quality loss when doing this transfer (as expected since it is a projection) but i was wondering if there are any settings i could look at to ensure a crisper transfer. Rite now i'm using a Gaussian filter with a size of 1.0 and thats about as sharp as i can get it
i'd say its about 90% the quality of the source, but if its possible i'd love to maintain as much of the original as possible