Hello everyone! I am developing an asset (low poly digital Twin) for VR (in Unity), with LOTS of parts…meaning the UV space will contain a lot of islands etc. In the scene, it will mainly be just this asset. I created the asset implementing Atlas maps and for a 'few' parts with a pattern they had their own unique UV space…
I will need to look into that, unsure what it is - thanks will check it out. If I was to use multiple UV Channels, is their a way for Substance Painter to recognise all the UV Channels? With my last project I needed to export an fbx file eachtime I need to paint on a UV Channel.
Hi, thanks for your responses. Daokuniel, thats pretty much how I organised my last project, with seperate objects and material for the signs. The AO was on an empty UV Channel for Unity. Details were on a seperate UV Channel too. My main problem ist that I am mainly using an Atlas and when I have a colour which consists…
But I guess you can use the second UV set for R/N/M maps. Substance will recognize materials, so if you assign specific Material to specific part, substance can use it.
I have worked on project where wee used 2 sets of UVs like Fabi_G mentioned - set one for coloring (atlas texture) and other set for AO. Each model required own Unity Material and baked texture image. Then we were adding sort of labels which were a separate texture file with al the graphics and slightly offsetted planes…
Hi! Best include some pics that show what you're doing or want to do. What's the digital twin of? Generally combining indiviually textured parts (detail meshes) with parts using tiling textures (large areas, trims) is fine. Could have a second UV Channel for AO and masks used for texture blending. Or/and if the mesh has…