I have been looking for a tutorial showing how to use a second UV channel workflow. I see new games using it. I think it's like mixing tiling textures and trim sheets without adding geometry, not 100% sure really. It just looks really powerful. Can anyone help point me in the right direction?
Replies
https://www.youtube.com/watch?v=6g5YKzKxX3U
I see guys using face vertex normals and medium poly workflow with just tiling textures and then using a trim shit and floating geometry to give a really nice effect of detail for cheap, but I have also seen the technique used with a multiple UV sets so that you don't have to add the extra geo and it seems more efficient. I'm just looking for a tutorial that goes into more detail and maybe creates a whole scene. It's like the star citizen workflow but with multiple UV sets.
Also
http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets