So this is my first time making a game ready character and I'm already finishing up with the textures. However I think I messed it up. What I did was separate the mesh for different materials sharing 1 UV space. I thought it was a good idea since I don't have to bother with using masks, plus I also see some tutorials saying its good to separate materials for ease of texturing (or maybe I just didn't understand correctly lol). But then upon export I get 1 texture set for each and in some textures like normals the dilation even overlaps causing weird artifacts.
I'm thinking of just manually combining in Photoshop. If that won't work I guess I'll have to rebake groups and reimport the whole mesh as 1 texture set and just setup masks. Any way I can do this efficiently?
Replies
to get masks you can use in photoshop...
set up a user channel in each texture set
put a black fill layer that only writes into the user channel and that covers everything
add a white fill layer that only writes into the user channel and and that only covers the geometry
add the user channel to your export preset
export..
voila - layer masks