I recently started experimenting with using a 2nd UV channel for AO/dirt masks. Such an awesome tool in the toolbox, and I’m just scratching the surface. Thanks for the video!
Awesome stuff, would be great to have a continuation that would go deeper into the concept. Especially the one about keeping TD in check while using trims.
uv coordinates are stored per vert. so id imagine 8x the uv vert data stored. how big that is im not sure. id suggest taking a model and saving it then saving a dupe with 8 uv sets to see the memory difference of the fbx. I will say however that its quite normal in AAA to have 2 to 3
I recently started experimenting with using a 2nd UV channel for AO/dirt masks. Such an awesome tool in the toolbox, and I’m just scratching the surface. Thanks for the video!
Awesome stuff, would be great to have a continuation that would go deeper into the concept. Especially the one about keeping TD in check while using trims.
thank you soo much! me and my 2 friends are trying to make a game and we had so much trouble texturing huge environment. this helped a lot
Thank you for making this! Had a brain fart trying to figure this out and this was super helpful
why my second uv set for controling the texel density is not showing?
I use multiple channels in 3ds max too. It's a pity that substance painter can't use them.
great video, thanks!
Is it possible to use multi UV sets like this in Substance Painter?
Sadly no. What I usually do is make my first UV set the one that painter will use always and the second for other things I need more uv sets for
Something missing in this, if you put two different textures how could you tell the material to use one of them in uv 1 and use another in uv 2?
In the shader setup you will just point the textures to which UV set.
How do you blend two normal maps using 2 uv sets? it works for albedo and roughness but not for normal maps
Lets see if a image link showing it works for ya.
prnt.sc/9b6mDwOlQWDU
@@TheDiNustyEmpire Yes i tried that but it doesnt work perfectly on my mesh because uvset 1 doesnt take the tangent normal or idk whats its name
does this workflow works with trim
sheets
9:03
This was super useful thanks!
thanks A LOT!
unreal supports up to 8 uv sets. anyone know the cost of that?
uv coordinates are stored per vert. so id imagine 8x the uv vert data stored. how big that is im not sure. id suggest taking a model and saving it then saving a dupe with 8 uv sets to see the memory difference of the fbx. I will say however that its quite normal in AAA to have 2 to 3