I think I understand this, but I somehow keep confusing myself when I am trying to work with it. I am used to doing just highpolys, then bake down. Now I want to try to make a space corridor thingy with Ndo and Substance. What I show in the image is a trim sheet and a wall map I have created. The idea is that these are normals. The wall in the viewport is actually the same wall, just with each sheet and I have it just as a color map just now to see the edges better. The trimsheet I use to create some beveled edges on the mesh, while the wall sheet is for the actual wall details. But here I got slightly confused. Do I use a second UV channel, and if so how do I blend these then in UE4? Any other links, tips or help on the subject is much appreciated. It's mostly the approach to creating nice rounded edges from one sheet, and details from another, then putting it together in UE4 that confuses me slightly.
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Bugger it, I've been doing that bit manually
This is a fun technique and a really good way to handle massive objects that need fine detail on their surfaces.