Greetings,
I got multiple objects in my Toolbag scene. Each object with it's own set of individual maps (albedo, rougness, metallness, normal and occlusion) Quite a lot of textures I must say. But my client wants all maps to be in one 2K texture file. So my question is how and what is the best way to combine all mentioned maps of all objects into one single texture file?
I can only think of simple combining all objects in my 3D app into one, and importing all textures (albedo, normals etc.) into single photoshop file according to my UV coordinates and place all of them side by side but the problem is that this way I have to downsize maps quite significantly just to have them all fit..
Thanks in advance!
Replies
For the sake of your normal maps, you will have to ensure that you do not rotate any of the UVs when combining them or you'll have to rebake the normal maps for the new UV set.
If each item is all nicely unwrapped to it's own 0-1 UV space you can just scale the UVs down by half and shift them over by half (or quarter - depends how many items there are... hopefully numbers that play nice). It'll make combining the textures a lot easier as you won't have to bake them over to new UVs - just stack 'em together in Photoshop.
And never use JPG for textures. Ever. It's a lossy format. Use TGA/TIFF/BMP/PNG... just not JPG.
Thanks!
I would suggest talking to your client a bit more to clear it up as there seems to be some miscommunication here. Asking questions isn't a bad thing.
Various maps can be packed into both alpha channels and individual RGB channels. Your client probably has a specific way they expect the channels to be packed, so again, you should ask them to clarify.