So here i went in and gave my asset ...Two UV sets.One set is used for normal map and other will be used for Diffuse.Both will be 1k. For diffuse i just slapped some base stone texture and AO, will do more work on it now. I imported my model into UDK with these UV sets. C&C are welcome. Uploaded with ImageShack.us
Did you set the compression settings of the normal map to "TC_Normalmap" during the import? What I do to test the normal map in UDK is to apply a material with a one parameter of 0.5 in the diffuse and the normal map in the corresponding slot. Then I test the normals with a spotlight to look for any artefacts or errors.…
@Twister3 - hey thanks for those cool links and advice.Much appreciated. But i am done with this one for now.I didn't include broken parts in this because with this asset i wanted to try using two UV sets and using modular modeling parts(wouldn't have been possible if i broke parts), both which i accomplished.…
@Alberto Rdrgz - So what i shld have done was, two Uv sets for my asset, one for normal map and one for diffuse.For normal map i should have done tiling textures for my staircase and bricks and diffuse map would have had unique color all over my textures, is that what you are saying??...haven't used tiling texture so…
So i visited my old stone fountain again and found out that some parts/designs are repeating over here.So in order to maximize my texel density and have a much better normal map, i thought of re-using my UV's. but one problem comes up if i re-use my UV's. How can i add more variation to the texture?. - I am thinking of…