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?
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?