whats the impact on final asset for in-game? All textures I've made so far has been a single sheet. I'm guess multiple textures utilizes the UV channels for different parts of model. Are all game engines able to accept this or is it engine dependent? thanks!
engine dependent (like nearly everything). most will only allow one UV set, or sometimes 2 (diffuse + lightmap). I'd say modern engines give you more control. however I think most texturing is done with one channel, the others are more for effect stuff, like lightmaps (ambient occlusion...). You may mix detail textures on…
This is something that was common even with UT2004 - one texture for the body and one for the head. Generally a high rez texture for the head for detail. Multiple textures that cover seperate UV spaces are going to be engine dependent. You do see this with some environment pieces, larger pieces like buildings. Smaller…
Not mentioned but important... multiple UV sets may double the vertex count of the model. Some engines are smart about only storing the deltas (differences) between multiple UV sets, but still, good to know. This old-ish article might be a good read. http://www.ericchadwick.com/examples/provost/byf1.html Another reason for…
Why would you need different UV channels for those pieces? You only need different UV channels when the same geometry needs different uv-mapping (like Crazybutcher suggested with lightmaps for example) - unless you mean different materials for each part. All the different maps could all be on the same UV channel though.…