Hi, I haven't found much information around on these things so I'm going to ask them here!
(1) When doing UVs for buildings, is it much better to use overlapping UV's (or tiling textures) or are most games steering away from these and having unique UV's for all polys? I'm thinking current/next gen games with massive use of normal/spec maps etc.
(2) For terrain, I guess tiling textures are still required,. Is most terrain texture generated from a blend of multiple maps? With different tiling counts? Does each texure that is blended have different UV's then? How many blends are usual in a detailed terrain and thus how many blend maps? As you can't bake lighting into tiled UV's I'm guessing that multiple UV's are used for this....?
(3) What are the differences/advantages of overlapping as opposed to tiling? Is tiling supported by most engines?
(4) How many UV channels are typically supported by engines?
That's about it for now, I know theres a lot of questions and it's not possible to answer for all engines as they have different capabilities, but any help anyone can give using their experiences in the industry would be appreciated. As would any links to any tips on best practices for this sort of thing!
Thanks and regards