Orangeknight wrote: »
How many unique mesh's are there? Also how many texture sheets?
Snefer wrote: »
I could combine the mask and the AO if I wanted to. Basically have the AO at 50% over the mask, and then clamp the channel at 50% instead, so the top 50%*2 would be the AO and the bottom 50%*2 would be the mask
Snefer wrote: »
Thanks for all the comments! See if I can answer some of the questions. :]
dpaynter26: Yup, Disting got it right, I dont have a baked normalmap. I map the UVs after the existing texture :] It doesnt matter how the UVmap looks aslong as the model looks good. I use the lightmap UVs for a tiling metal texture, and for the lightmaps. Thats more or less how i do it. I have changed the shader a bit since, so I will post an updated version aswell later, right now i have some annoying bugs and crashes when baking lights, no clue as to why.
tekmatic wrote: »
I am completely lost as to what you just said. Where the hell do you learn these techniques cuz the school I went to definitely do not teach these techniques at all.....can you direct us noobs to the source of you training or is it picked up working in a studio.
Great work mate....very inspirational.
Snader wrote: »
Heh, technically you might even be able to squeeze more layers together this way. Maybe even all in a single RGB texture Let's not do that right now, though.
LoTekK wrote: »
Yup, if you were able to spare the precision (or you want to get really silly), you could cram like 8 grayscale textures into 1 channel. You'd definitely have to pay attention to the compression artifacts between value ranges, though, as you've already pointed out.Shader Fun: Trading Accuracy for Variety