Hey guys,
i wanted to create a bigger floor piece for an indoor szene. its kind of damaged concrete with cracks and so on. i took the lp from max loaded it into zbrush, sculpted it and baked a normal map out. its looks fine and worked good. but here is my problem.
i've a tiling texture for the floor but to get a good look i need to scale up the uv in max. the problem is now that my normal map isnt scaling up too. as i mentioned before i want to have the sculpted damage and cracks at the same position. the room isnt square at all
is there a way to scale my uv but keep the normal map as before?
i hope you get what i wanted to do.
Replies
here is the lp with the normal mal from the sculpt:
When i unwrap my lp and fit it to the UV the normal map matches perfect. but i need to scale the UV to get the diffuse map in a higher tiling. when i scale the uv the normal map gets weird.
It sounds like you want to tile the diffuse, but not tile the normal map. If the engine allows you to create a custom shader, you can set it up to control the diffuse tiling separately from the normal map tiling, but still use the same UV set.
If not, you will need a shader that supports 2 UV channels. In 3ds Max, you would apply multiple UV channels. Note however that this will increase your vertex count in the game.
http://docs.cryengine.com/display/SDKDOC2/Texture+Maps#TextureMaps-TextureMapSub-menu-Filtering,Tiling,Rotating,Oscillating
However, it looks like you could use a Detail Map or else a Decal to do something similar.
http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping
http://docs.cryengine.com/display/SDKDOC2/Texture+Maps#TextureMaps-Decal