@musashidan Okay, that's something I've never heard of as a workflow. Gotta ping you someday when I come up with a character project soon to see how it works in practice. :D I've always just used separate materials on a single UV channel and that's it, so this is completely new to me. @bitinn I'm not sure what you're…
@BIGTIMEMASTER in your 'blurry face' example you wouldn't create 2 separate materials as they are both the same material, you would split the material into extra uv channels.
Some older file formats will force the models to be split on material seams. .3ds for example. Because the format itself can only store 1 material per vertex (1 vertex normal per vertex, 1 UV coordinate per, etc.) This might be what you ran into.
@FourtyNights you can have multiple textures in different uv channels. In UE4 I think you can have up to 8. You lerp texcoord nodes set to the different channels with the RGB channels of your mask. So for the example above the skin would be a single material and the face/body uvs would be on different channels and lerped…
Typically, yes, but your skin scenario I used is a good example of where it could be used for a character. It all comes down to the pipeline, and how that is being optimised. Complex materials with lots of texture sample nodes are expensive/slow to compile and cost texture memory. I'm not a tech artist or programmer…
With game assets, 1 material on a 3D object equals 1 UV set. Yes, you can have multiple materials on a single object/mesh or on separate objects/meshes, and you can assign a different material to each polygon... but it's not practical. Generally you choose a group of polygons representing a certain part of your object,…