Would like more info about buildings and environments like this
I know the tread is old and maybe i shouldnt bring it up again but...
Can a building have more then one diffuse texture?I mean i really like Ambient occlusion and i cant get all parts fit on a 2048x2048px texture without overlaps,AO don't like Overlaps so can i use more then 1 texture after breaking the building into modular pieces?The Same with Normal Maps ,they don't like overlaps as well
Yes, a building can have more then one diffuse (if broken up in modular bits and uses tileable textures.) You can also use a second uv set for AO bakes and also can use overlays for dirt and grime. You can overlap uv's on normalmaps just not when baking.
Thanks alot Dekard!!Yes i have read most of the topics but there is not any specific topic of next gen buildings though.I have problems with the texture part which is confusing when it comes to large objects like houses
wut is ur process in creating the alpha map? i normally use color range selection and fix it later or bake it with the high poly onto the plane with RTT.
wut is ur process in creating the alpha map? i normally use color range selection and fix it later or bake it with the high poly onto the plane with RTT.
wut is ur process in creating the alpha map? i normally use color range selection and fix it later or bake it with the high poly onto the plane with RTT.
Actually the method i ended up using, you get the alpha channel when you render the normals/diffuse/etc maps, as long as you're saving 32bit TGA you should have the alpha with that color light bake method.
Its funny, but is there some sell-by date for threads, do you guys just smell something rotting and have to come in with your canned response and say "OMG U BUMP THRED LOLOL WHY U DO IT"... Its just odd because half the time there is a legitimate reason to bump the thread, its not like information dies if it isnt seen for a while on the internet.
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I blame bitmap, personally. So send the hate mail to him.
I know the tread is old and maybe i shouldnt bring it up again but...
Can a building have more then one diffuse texture?I mean i really like Ambient occlusion and i cant get all parts fit on a 2048x2048px texture without overlaps,AO don't like Overlaps so can i use more then 1 texture after breaking the building into modular pieces?The Same with Normal Maps ,they don't like overlaps as well
http://boards.polycount.net/showthread.php?t=53002
Yes, a building can have more then one diffuse (if broken up in modular bits and uses tileable textures.) You can also use a second uv set for AO bakes and also can use overlays for dirt and grime. You can overlap uv's on normalmaps just not when baking.
Seriously though maybe we should do another one before the unearthly again, so I can sit around and not do it, again.
Yeah. I'm game for another one also.
OMG Thread from the dead!!!
Actually the method i ended up using, you get the alpha channel when you render the normals/diffuse/etc maps, as long as you're saving 32bit TGA you should have the alpha with that color light bake method.
I actually linked to this in another thread.
Its funny, but is there some sell-by date for threads, do you guys just smell something rotting and have to come in with your canned response and say "OMG U BUMP THRED LOLOL WHY U DO IT"... Its just odd because half the time there is a legitimate reason to bump the thread, its not like information dies if it isnt seen for a while on the internet.
yes