I dunno why this is but i have a guess. The high poly mesh has a trim but it wont project right and projects artifacts all over the model. How can i fix this any suggestions? I have no overlaping uv's and it's smoothed once. Could it be that the trim has 90 degree turns in it therefore projecting the mesh oddly?
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I don't think normal maps can project anything that is perpendicular to the surface, heh.
I did play around with the cage and did what you said but same results.
Usually, you want to make modular sets, and pile them all on the same texture, so a good example would be, a 1st story tile texture, a 2nd story tile texture, and interior tile texture, and then a variet of trim textures to break things up. Also unique textures for things like windows, doors, gutters, etc. And you want to fit those all onto a single texture if you can, so that you could render the entire building as 1 material. This would be optimal, but spliting it up into 2 textures for example isnt going to kill anyone.
As far as AO goes, you generally want to create a 2nd uvset that you render your AO to, and that will get multiplied onto your mesh in the shader, engines like UE3 will generate this for you IIRC.
And dirt, well theres a few ways you can get variation, one of the easist things to do is create a set of decals that you can apply on top of your mesh, this is what i would recomend. You can also set up a system where you can blend together 2 textures, either with a texture on a 2nd uv, or vertex colors. That way you can have a "clean" texture and a "dirty" texture. And blend them together to get "unique" detail. This way you can also pack more detail into your textures because you dont have to worry as much about how they tile(because you can break them up).
http://boards.polycount.net/showthread.php?t=54178
OBlastradiusO, some great info about modular techniques in the Environment Modeling section:
http://wiki.polycount.net/CategoryEnvironment
ONE more question. Couldnt you use decals through max's composites for more complex buildings rather the planes or both?
A decal is usually used only in one spot, but using Composite means Max has to calculate the compositing across the whole mesh to make sure it only shows up in that one spot. Not efficient.
A floating plane means only the transparent parts of that plane have to be calculated.
http://www.hourences.com/book/tutorialsindex.htm