Hello fellow artists and developers,
Few days ago I discovered this method where people merge texture maps into 1 png using photoshop. From what I understand they copy-paste texture maps into rgba channels. And use it separately in unreal.
I couldn't find any i ln depth tutorials about this topic. But I really would like to learn as much as possible. Especially the photoshop part. What goes where, what is the math etc.
Any helpers?
I thank you in advance.
Replies
We have some info & tutorials on the wiki
http://wiki.polycount.com/wiki/ChannelPacking
http://wiki.polycount.com/wiki/MultiTexture
Some examples from Unreal
https://docs.unrealengine.com/5.0/en-US/using-texture-masks-in-unreal-engine/
https://docs.unrealengine.com/udk/Three/TextureOptimizationTechniques.html#Channel%20Packing%20and%20Consolidation
https://docs.unrealengine.com/udk/Three/TerrainAdvancedTextures.html#Texture%20Packing:%20Implementing%20large%20texture%20tile%20sets