Hello Everyone,
I would like to ask,
Is there a way inside of painter to paint across Multiple UV Channels, as you would for example in UE4 when you use vertex painting so...
One asset.. A Stone Wall
UV Channel 1 Macro (Unique) Baked normal +AO Bake inside painter from HP Mesh.
UV Channel 2 Tilling material. (UV Islands are scaled to match desired texture resolution.
Can you select this UV Channel 2 and apply the as above tiling material inside of painter? Material is a SBS from Designer inside of painter.
UV 3 Light map for UE4 use...
is this possible inside Painter ?
So I would have the baked normal on UV one and a flat Base colour
Apply tilling material to UV2 and also paint on top of the tiling material lets say Moss material also tilling fill layer (Masked)
then combine these painted maps on the asset across the UV channels in UE4...
Or should I just create a blending material in the Engine?
My problem is I don't understand how I can have a unique baked normal and OA from the Highpoly onto the lowpoly for the soft baked information from the HP mesh and then still have the ability to TILE a material onto this which has UVs which can be OUTSIDE the 0,1 UV Space....
Obviously for the baked maps from the HP they need to be laid out into 0,1 space but the tilling material does not.
If anyone has any insight on this I would be grateful if you could share your thoughts !
Thank you and keep rocking everyone.