Hey guys,
I have a question about uv maps. Whenever I make a model, I tend to have a lot of overlap in the uvmap for the diffuse. My question is. Is it common to have 2 uvmaps: one for the diffuse and normal created from that diffuse. And another uv that doesn't have any overlap which I can use for lightmaps (in unreal for example) and a normal map for the major forms? (which I either baked from a quick highpoly mesh or a sculpt).
Hope my question is clear enough.
thanks in advance
Tim
Replies
Your light map should be a seperate UV set and everything shoudld not be ocerlapping.
Yes, you can have 2 UV sets.
The plane on the left has overlapped UV shells, notice how the reflections are symmetrical. Where as the UVs for the plane on the right are not overlapped and unique for each side.
The yellow structures were made using that method:
Wait, why would the Normals be on a seperate UV set?
The diffuse was using tiling textures that were used in a lot of other places. The normal map was unique. This way, you can get unique surface information that's not in the diffuse.
Because as I said above the normal map UVs should not be overlapped. Putting them in a separate UV space allows you to overlap the color and spec, and not the normal.
http://i.imgur.com/VXkw6i6.png
Thanks for the reply guys!!
The only time you need to have normal maps never over lap is when they are object space normals.
Tangent space normal maps are fine to over lap, as long as the detail is the same and you want the pieces to look the same.
thanks dude.