HI there. Trying to figure out how to texture a large prop. I have a pretty large piece of furniture that I'm gonna need to use tiling textures on. But I also want to bake down the high to low poly so I can get some nice rounded edges as well as some other normal detail on the handles of the drawers. If I used one UV channel for the normal map, how would I apply the tiling textures to this? Just a little confused about this process and I can't seem to find a tutorial.
Thanks
Replies
Here's a guide on how to approach them with UE4
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/DetailTexturing/
(The approach may change a bit with 4.19 material layering)
Typically yes, you need to align the UVs with the wood grain. If you could try to create a UV channel that works for both the tiling and the baked normal map, but depending on the asset, that can get really tricky. And UVs don't take up much memory, you're better off using an extra UV channel than wasting texture resolution on a less efficient layout.
If so, how would UE4 use a lightmap on this asset? Is there such thing as 3 UV channels on an asset?
Yes, you can use 3 UV channels, you'll have to tell UE4 not to override the UV channel on the static mesh import settings. Using the static mesh editor, you can have UE4 generate it's on lightmap UV based off one of the channels you imported. Or you can create the lightmap yourself and just import it. You'll have to tell the static mesh editor what channel to use for the lightmap.
To get around it. .
You can generate them for other channels in a shader (probably not cheap)
Or
You can ensure that you don't rotate/flip/non-uniform scale the uvs in uv2 compared to uv1
Is there a better way to do this?