Hi there guys I am doing an honours project (environment) for my college. I just had little feedback, he told me to use Multi-Sub material for texture and not to focus on unwrapping UV because it's seamless texture when it comes to environment modelling. This is where I'm a bit confused xD
I am using Maya 2015 for the past 2 years not a newbie or highly experienced, Just want to if there is multi-sub for Maya and I know 3Ds max has this function.
Replies
Perhaps your teacher meant that for ground textures? It's common to use seamless images and a layered shader to blend between them. I think your answer depends on what kind of model(s) you're making for this project.
I'm using 3 shaders : one for the wall, the ceiling and assets in that room
this where the teacher telling me to use one shader by using multi-sub which I know that Maya doesn't have. I just can't seem to understand how I can apply multi-texture on a single shader.
If I'm doing UV and texture wrong please let me know... I may consider myself a newbie then
I'm modelling a parlour room from the Lord of the ring movie, here the snapshot:
In Engine
- UV map1 default (fault one)
- Parlour Assets
- normal texture
http://i.imgur.com/qFTIrHZ.jpg?1 - normal map
Just assign materials to different faces then you can view them in Node editor and connect your texture to multiple materials.
I will look into the node editor.
You really shouldn't be texturing such a large environment like this. You'll want to look at the Polycount wiki to find some information about texturing for modular environments (There's tons of information in there). You'll have to make use of tileable textures and plan things out a little better. Organising your UVs in the way you have for such large objects will give you bad, low resolution results!