Dirt Mapping

Here, try this

scuse the long wait, i had to take a nap.

this is what your uv map looks like. do you see the problem? everything is overlapping everything.

i created a new uvmap, did a quick lighmap pack, baked everything again in blender 2.82. result:

so. fix your uvs.

Thanks for taking the time to look at it. I guess I’m confused, though. You can’t have separate maps for separate parts?

you can have as many uv maps as you want. what you cant do is have one pixel on top of another. if one uv island overlaps another, the previously baked information is overwritten. simple as that.

maybe what you want is to bake to a different image per piece, and use all of them at the same time. udims basically. i dont know if baking to udim works in blender right now though, ive never tried it to be honest. ill give it a spin.

I thought that by having them as separate materials that that would be enough? I also thought that’s what I was doing…baking one part of it to an image…

nope, the whole thing is baked.

and baking doesnt seem to take udims into account as far as i can tell. google is no help, so heres a workaround.

  1. create a new image, make it udim, set your number of tiles. save it and itll generate multiple images.

  2. in edit mode, select every island you want to fit in a tile -> separate by selection. now with the piece as a separate object, create new image, go to your image node and select it. bake.

  3. save the image and overwrite the corresponding tile on the udim. so new image is saved as name_of_udim_image.1001 + tile number.

  4. move the islands to the tile number you just baked. g+x+tilenumber. repeat these four steps for each image generated by the udim.

  5. go back to the original udim image and reload it.

  6. join all the pieces.

i know, its totally bonkers. but other than mightybake (which is paid and ive never used) i have no idea how else to do this. so unless someones got a better idea, were stuck doing it one by one.

I had actually considered separating the lower portion, anyway. I did separate the hardware and made the base part the parent. I could just leave them separate and not have to bother with a udim, couldn’t I?

udim is just a convenient way to work with a sequence of images. if the parts are separate, you can bake them out individually into separate images. and then its just a matter of using a different image for each material.

But that’s also just one more step for me to potentially mess up. I’ll try it with separate images first and see how that turns out.

There’s something weird with my main blend file… I’ve got it in a file by itself now and everything seems to be working properly…

Thank you so much for all the help! I’m not sure what was going on, but I isolated it in a blend by itself and baked there and I’m pretty happy with how everything is coming out. I’ll probably keep tweaking things for a bit…the metal needs a little something…but I really like where it’s going!

Hey, I just saw this… Using bevel node to detect edges for wear and rust. Might help for that added realism.

I actually started using that at first! I’ve since switched to an edge detect node that applies some scratches as well.

Well, good luck.