I have a very strange dilemma to deal with.
I have a building .FBX consisting of multiple objects with different tiling materials applied (overlapping UV's outside of the 0-1 uv atlas). I have created a separate UV set that contains the WHOLE buildings UV's but in the 0-1 UV atlas with no overlapping for the purpose of baking AO for the whole building.
However, the issue is that I don't have any detail from the tiling materials normal maps being baked into the AO since I can't load the materials onto the object whilst baking AO as they're using an entirely different UV set that isn't contained in the 0-1 atlas.
I'm using 3D Coat to bake AO.
Am I being stupid or is this as complicated as I my hurting brain suggests? Anyone have any ideas?
UV SET 1 - For tiling materials
![Image: https://us.v-cdn.net/5021068/uploads/editor/8u/27dj50z9y8tm.jpg](https://us.v-cdn.net/5021068/uploads/editor/8u/27dj50z9y8tm.jpg)
UV SET 2 - For baking AO
![Image: https://us.v-cdn.net/5021068/uploads/editor/fo/6930yjif8kqv.jpg](https://us.v-cdn.net/5021068/uploads/editor/fo/6930yjif8kqv.jpg)
Replies
The only caveat is that NM compression usually tosses the blue channel in-engine so something to be aware of.
Someone else like @Obscura might have a better solution.
However.
Surely your in game shader will blend the unique bake with the tileables so this isn't a problem