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Use lightmap UV for the AO?

polycounter lvl 16
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McGreed polycounter lvl 16
So I'm trying to figure out the best way to make materials, and one of my troubles are with the normal map and dirt map, because I'm using modular textures, so the texture is shared among lot of models.

So I was thinking that I could use the second channel for it, as I'm already using it for lightmaps, so it has to be generated anyway. I normally would have used a red/green/blue channel to store the AO or dirtmap, and I would need to create a new texture for storing the AO and dirt map, maybe masks.

However I was wondering if there would be any issue with this approach, apart from having an extra texture?

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