Found this from Alex Senechal, amazing work ArtStation - Premium Tech Industrial SCIFI Trims and Floor Set - GUMROAD but curious he mentions a two UVs workflow with Trim Sheets. Does anybody know how this works? Or if there's another post in here that speaks about it - couldn't find anything myself.
It means using a second UV channel that's unwrapped/scaled differently. So you might have a channel with everything packed uniquely for baking, then a second channel for doing repeating details like trims.
It means using a second UV channel that's unwrapped/scaled differently. So you might have a channel with everything packed uniquely for baking, then a second channel for doing repeating details like trims.
oh, so that's it? thought it was to do some blending or whatever in between strips/trims lol, because, im not sure there's any other advantage aside from saving time when baking since you already have the packed channel UVs?
It's worth mentioning that unless your engine supports a separate set of tangents per UV set (most don't) you are restricted in how you can UV the object
if you rotate shells or scale shells non-uniformly between UV sets it will result in normal map artefacts.
you can hack your way around this in unreal but it's not a perfect solution
It means using a second UV channel that's unwrapped/scaled differently. So you might have a channel with everything packed uniquely for baking, then a second channel for doing repeating details like trims.
oh, so that's it? thought it was to do some blending or whatever in between strips/trims lol, because, im not sure there's any other advantage aside from saving time when baking since you already have the packed channel UVs?
Its not about saving time, its about texture re use. If you texture something with just the trimsheets, it'll look like its been textured with trim sheets. But if you combine that with baked ambient occlusion/curvature, which maybe drive some dirt and wear effects in your shader you're starting to get somewhere.
It means using a second UV channel that's unwrapped/scaled differently. So you might have a channel with everything packed uniquely for baking, then a second channel for doing repeating details like trims.
oh, so that's it? thought it was to do some blending or whatever in between strips/trims lol, because, im not sure there's any other advantage aside from saving time when baking since you already have the packed channel UVs?
Its not about saving time, its about texture re use. If you texture something with just the trimsheets, it'll look like its been textured with trim sheets. But if you combine that with baked ambient occlusion/curvature, which maybe drive some dirt and wear effects in your shader you're starting to get somewhere.
Understood, thanks a ton. So prob the second UV is set to cube projection and I define that UV to be used by the ambient occlusion/curvature/roughness/metallic maps so that if i cut a decal within my geo it doesn't look off
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if you rotate shells or scale shells non-uniformly between UV sets it will result in normal map artefacts.
you can hack your way around this in unreal but it's not a perfect solution