I think I remember reading somewhere that Blender supports multilayered UV maps, but my memory on this subject is so vague so im sure im probably wrong. Anyway, I notice that on large meshes (like terrain for example) I have to tile a given texture in order to keep the resolution at a decent level, this way the textures dont look blurred or pixelated. I’ve been dabbling into renderbaking a lot lately to work on some new levels for MGP, and I was wondering if you guys could help me out on a few issues im having.
If Blender does support Multilayer UV maps, is there any way I can add a shadow bake layer over tiled textures? If so, how? I’ve searched the web for tutorials on this subject and I cant find any! If someone could point me to a good tutorial I would be very appreciative.
How many layers can I have on a given mesh, and what are my limitations as far as alpha mapping is concerned? Will I have that strange alpha map bug between layers?
Edit:
Im pretty sure Blender supports multilayer UV mapping because I remember the ball on bmud’s Ozone Forces. It had a reflective layer over the yingyang texture on the ball. How did he achieve this?
Whenever I bake something thats tiled, I have to unwrap it differently to get it to bake correctly. How can I get this to quit?
EDIT: To be more specific, I have a grass texture that is applied every face. I have to unwrap it differently to render bake it. How can I differ this?
If your tiling then many faces can occupy the same area of the UV texture. If your baking each face must have its own bit of texture to bake on.
If you bake the shadows separately from the tiled texture on a grey texture and then multiply it with your tiled texture you have the best of both worlds … but I’m off to bed zzzzzzzzz
Im pretty sure Blender supports multilayer UV mapping because I remember the ball on bmud’s Ozone Forces. It had a reflective layer over the yingyang texture on the ball. How did he achieve this?
Im not sure how he did it, but you can use reflections in realtime texture mapping? Maybe.
Its in the uv image editor window, under images. Its kind of fun to use.