I've seen games pack like this to mask for multiple color variations in an outfit. Do you mean you mixed your diffuse and normal map together, or did I read that wrong?
@Noors, yeah I'm referring to "regular" greyscale maps. I was wondering if many pipelines use this or if it just makes it more difficult to find things. JacqueChoi's example is right on the money. Similarly I did a spec/emmissive/diffuse in one texture. All I needed was orange to be multiplied into the emmissive so I was…
Kinda used already for directionnal lightmaps, where light intensity from 3 directions is stored in one RGB map, while the pure color (which requires less resolution), is stored in one little map or vertex color. But i guess it could be done for a diffuse map too. The process would be 1 big RGB luminosity texture + 3…
We used this on the last game I worked on. Had a photoshop doc with layers that looked like this:~mask - gloss <pure red layer set to multiply> [layers composing gloss map] - reflection <pure blue layer set to multiply> [layers composing reflection map] - dirt <pure green layer set to multiply> [layers composing dirt…