Multiple UV maps for objects / AO texture channel
Posted: Sun Apr 06, 2014 9:19 am
I'm working on my station remake when I have a bit of time (and need for restful distraction from my diploma project), and I was thinking.
The current UV for the interior is almost done, but I already have problems with the island scales, and I'm afraid it won't be as detailed as I was imagining it (at 4096*4096). My main issue is that for a nice ambient occlusion/lighting bake, I need to do a proper UV, but that way I can't really use any tiling texture. With tiling texture only it will look kinda flat and massless (like the current stations).
So my question is, would it be possible to have different UV maps for different texture channels (diff, spec, glow, pattern) in the same material? So we can have a nice lower res AO with a properly UV-ed model, and a nice tiling texture atlas for the diff with reusable portions and more detail for the same resolution.
A texture atlas example from KSP, but with lighting information too (article). We could have more fidelity with separate lighting in my opinion:
I'm not sure if the glow map could be used with the AO bake, or it would be better to have a separate AO (with multiply) and glow channel but I'm guessing separate would be more flexible.
I want to make the big crappy remake to be modular, so we can build several different station form the same basis. Like smaller or larger docking area, multiple rings and stacked rings, etc. This multiple UV/AO channel thing would make it easier, and hopefully lower the resource consumption too, while allowing for better looks.
This would be useful for cockpit prefabs and with buildings in general too.
What do you think?
The current UV for the interior is almost done, but I already have problems with the island scales, and I'm afraid it won't be as detailed as I was imagining it (at 4096*4096). My main issue is that for a nice ambient occlusion/lighting bake, I need to do a proper UV, but that way I can't really use any tiling texture. With tiling texture only it will look kinda flat and massless (like the current stations).
So my question is, would it be possible to have different UV maps for different texture channels (diff, spec, glow, pattern) in the same material? So we can have a nice lower res AO with a properly UV-ed model, and a nice tiling texture atlas for the diff with reusable portions and more detail for the same resolution.
A texture atlas example from KSP, but with lighting information too (article). We could have more fidelity with separate lighting in my opinion:
I'm not sure if the glow map could be used with the AO bake, or it would be better to have a separate AO (with multiply) and glow channel but I'm guessing separate would be more flexible.
I want to make the big crappy remake to be modular, so we can build several different station form the same basis. Like smaller or larger docking area, multiple rings and stacked rings, etc. This multiple UV/AO channel thing would make it easier, and hopefully lower the resource consumption too, while allowing for better looks.
This would be useful for cockpit prefabs and with buildings in general too.
What do you think?