yeah thanks for the reply guys! Thanks Hitmonlfinity I do exactly the same. I overlap the diffuse and spec to save pixels. have overlap with one normal map, but that is for the little details baked from the diffuse. I never had an issue with specular to be honest. I then have a speperate uv without overlap for the…
Hey guys, I have a question about uv maps. Whenever I make a model, I tend to have a lot of overlap in the uvmap for the diffuse. My question is. Is it common to have 2 uvmaps: one for the diffuse and normal created from that diffuse. And another uv that doesn't have any overlap which I can use for lightmaps (in unreal for…
The diffuse was using tiling textures that were used in a lot of other places. The normal map was unique. This way, you can get unique surface information that's not in the diffuse.
We made some buildings in Hawken using different UV maps for diffuse and normals. If I remember correctly, the models had three uv maps: diffuse/spec, normal, and light map. You have to set it up in the material editor though. We were using UE3. The yellow structures were made using that method:
All your normal maps SHOULD share the same UV islands as the diffuse on one UVE set. Your light map should be a seperate UV set and everything shoudld not be ocerlapping. Yes, you can have 2 UV sets.