So I’m starting to finish up the basic modeling of my level and I thought I’d try to texture it. In the final version I hope to use several shaders (that will take multiple textures). Here’s an image of how the level looks right now (placeholder textures):
Now, the problem is how I should texture the walls/floors/pillars. I could technically just use UV face select and apply a texture to each face. However it seems to mess things up when I apply a shader to it that uses say… a normal map. I assume this is cause I have different textures and try to apply the same normal map to it… however even if I use the same single texture as the normal map it just won’t work.
Is it possible to use the UV face select method and feed it extra textures that will be used as normal/height map? Like how the normal texturing menus work with three channels.
If not I assume my only option is to divide the geometry into independet and smaller pieces (quite annoying with all these small things). The question is then of course… how do I do this (dividing up a large mesh into smaller meshes)?
EDIT: oh, and I did make a search on the forum but I could only find threads about using the UV select method.