It is possible but you usually only need that when you use light mapping. Its called uv channels. For light mapping, they use a second uv channel that is fully uniquely laid out, meaning that there isn't any overlapping uvs, so no lighting will bake on top of other faces. Let put your images from the post into an example.…
You need one mesh group per UV set. Another way to explain it is that everything which belongs on one texture must be combined as a single object. If you have a tank that requires a texture for the turret, chassis, wheels, tracks, and interior, you'd have five mesh groups in DDO. Each group requires its own input maps at…
Hello Everyone! This is my first time using Polycount and posting, so be blunt with me. I can't improve if everyone tells me it's good as it is. Recently I have been into gun modeling and have been working on this project for about a 1.5 months on and off. I would say roughly 40-50 hours of work. Link to project page. This…
I've recently been reverse engineering some example content in UE4 and I came across some of the flowing fluid materials and meshes from the Elemental Demo a long while ago. One thing I was noticing is that the texture is pretty much a panning tileable texture moving in a single direction, but the beauty of the effect is…
Hello Where do i put my specular texture in Unity? there does not seam to be a slot for the texture? The shader is a cutaway - Transparent/Cutout/Bumped Diffuse Normal Specular ? I have taken a screen shot to show you what i mean.
Hello Slowie. Did you use any reference? It's important to always use reference -- no one knows everything. You can use anything you want to find reference images, like some traveler\hiking blogs that have decent photos of nature stuff, up to stock image and free texture websites, like this: From…
A 32 bit compressed texture is the same size as two 24 bit compressed textures, so its the exact same memory use, all you save is a texture call. There really isn't ever reason to use grayscale spec in alpha over a full color spec, unless you have some specific shader restrictions. Its a very common misconception that…
I'm going to be starting the process of making a game soon with a friend, we really want to get some basic concepts down so we can better understand what we need to do next in order progress the game development. 1. The main environment tutorial for maya i've been plugging through is oriented around UE4, so all the scales…
Hey all! So I'm trying to texture a label in Maya using the Arnold 5 substance surface material. The solid black label itself is matte but the white line designs on it need to have a shinier metallic/foil kind of look. I plugged in a specular map (just white and black) but It doesn't seem like it's making a difference. The…
I have a set of smart materials that i'd like to add another texture map to and if possible have that new texture map start as a copy of one of the existing, then i'd do some modifications on it, basically to save some time. It is possible at the moment, if so, how?