Hello,
I'm working on learning to create modular environments using the tiling technique and picked up "Advanced Tiling Techniques for Environmental Design" by Alex Senechal. This tutorial is good but it doesn't go into details in a few areas that I need help with. I understand the general concept that I bake out several trim sheets with different designs and materials and then UV my model so that the polygons are on the places that I want.
In the first few videos he goes into blending a tiling texture and a trim sheet detail using 3DS max, box UV with channel 2. Since I'm using Maya LT I dont have this exact option. I have the Hypershade window so I'm able to assign different materials to different polygons but I cant blend them. For example if I wanted a "painted red metal" tiling texture as a base and then a panel opening detail from a trim sheet, how can I blend them in maya or unreal for that matter?
I tried looking online but most tutorials and explanations dont really do blending, it seems they use their trim sheets exclusively and dont do blending. Additionally this method relies on material ID's from what I can tell? So in Unreal I would import my model with different material ID's and assign the trim sheet I want to use to each part, is that correct?
Thank you for any help!
Replies
https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/UV-sets-Assign-a-texture-to-a-UV-set-htm.html
Then you would build a shader network that blends the detail/trim onto the base texture using the alpha of the detail/trim. Now i find this easier to do in UE4, and if that is your target the maya shader network wouldn't carry over, but you would sort of have to "imagine" a red base or whatever since you would only be arranging your detail/trim sheet.
In UE4, to assign a texture to a different UV channel you need a TextureCoordinate node and change the coordinate index to map to different UV channels. So you would do the same sort of thing I described for the maya shader network, blending the maps in the shader before the final output.
Some things to note: