So, I've had some free time on my hands, and wandered into that there rabbit hole named texturing.
I originally were just experimenting with non-square UV's, when it occurred to me that if I'm doing a 4:1 texture anyway, I just might benefit from packing it all into one texture.
I.E. Normal at the top, then Albedo, Occlusion/Roughness/Metal and Emissive at bottom (as an example).
Example map. (Don't have emissive on this one, but example still applies). This is for a sword, which tends to not fit in a 1:1 space if anyone wondered.
Now, Can this be done in a feasible manner? I imagine I would somehow need to use 4 different UV sets on the model. Not sure how to implement this, and what engine would support it, but I still find it interesting. The thought here is mainly to make it cost effective to put everything into one large texture instead of 3-4 smaller ones. The usefulness on this would likely depend on engine and asset, but having to load one texture instead of three should have benefits in quite a few cases.
I imagine since I have not heard of anyone doing this, there are some serious drawbacks, so I'd like some critique on this here idea, for educational purposes
I'll be running practical tests myself, but I thought if anyone already knew why this is silly, then I'd save myself the trouble.
So have at it, point out where this will go wrong