Hopefully not a dumb question but I can not seem to find a deffinition to this term. Maybe it's a term a specific studio uses, etc that I use a totally different name for. Can anyone elaborate what exactly this is and what it entails?
My first thought was using uvw channel 3 to map a specific model for a baked texture yadda yadda...
Any insight would be greatly appreciated.
Replies
U - V - W
that would explain the 3 as it would refer to the 3 dimensions beeing UVW.
or its like you said and it refers to channel #3, so it would be uv1,uv2,uv3,...
maybe tell us where you spotted that word
Ok here is the source quote: create UV3 mapping to be used for storing lighting data. UV3 mapping should be contained in the (0,1) space and use as much of the available space as possible.
Hope that helps....
The shadow maps are a separate texture that gets called and overlaid onto your model, its normally a Mental Ray Ambient Occlusion pass that gets saved out at a smaller size then your diffuse texture. Because of this you normally want a lot of padding around each piece.
Vassago, yes haha it is the turn 10 test which I did a while ago and I guess wanted to make sure I had it done correctly since I had never heard that term used before. Why not just say AO mental ray light/shadow map is what got me....
By default, you're using channel 1 for diffuse. Different channels are used for different things in different engines, so you need to be specific about what channel those new UVs are in.