Before I ask, here is a background to my question: I am a 3D modeller for small objects such as furnitures, house, cars, weapons etc, which you can easily UV wrap then bake the normal map onto the UV map. But I have no idea what to do with large terrain since it is not something you normally UV wrap. So I watch this tutorial video... https://www.youtube.com/watch?v=f-8cYGCNXTo ...this is great for flat terrain using only a single texture that you just tile and import into Unity. But how do you use the normal map that you just baked from a flat plane into a realistic terrain that would have multiple textures?
Like for example, I produced three 2D textures, normal maps and specular maps for Sand, Mud and Grass using the method in this video above, all three will obviously have different normal and specular maps.
Then I create a low-poly terrain in Blender, after that I paint the terrain with the three 2D textures (Sand, Mud and Grass) at random spots using Blender paint tool, but then after painting the low-poly terrain, what do I do with the normal and specular map I created earlier?
TL;DR: How do I apply normal maps on low-poly terrain that has multiple textures painted on it. Is there a standard workflow for one big map like in Skyrim that isn't flat and have normal maps in them.
The normal and spec maps are blended the same way as your color maps. The game shader combines them all together. Each game engine works slightly differently, and the method also depends on the type of game. Mobile for example has to use simpler shaders, and less textures.
Replies
These should help you get started.
http://wiki.polycount.com/wiki/Landscape
http://wiki.polycount.com/wiki/MultiTexture