![]() as it repeats in small areas (whatever you set) so the small rubber particles buildupħ- Does not matter. so the spec map should be the highlighting of your stones in the road surface.Ħ - Marbles - the rubber buildup also uses channel 2's mapping. so it needs its own mapping coordinates so it draws itself differently.ĥ - Spec Map - (white sparkels and highlights) - This uses Mapping from channel 2. why ? (The diffuse map follows the road) squard and perfectly. Eg bumps and cracks drawn on Diffuse map can have normals as its mapped identically (Same scaling)Ĥ - Race Groove - The track buildup texture - Uses its own mapping. Therefore your normal map is showing the undulations in your first texture. However the multi map (The stones), can be much smaller in scale (repeating every 1 metre) to give the detail effect when you zoom inģ - Normal Map - This is the roads normal map - and uses the same mapping as your diffuse texture (as it is channel 1 UVMAP). This way the road can be mapped and repeated at long intervals (5-10 metres). This uses the mapping coordinates found in Channel 1 UVMAPĢ - MULTI-MAP - This is the mixmap (stones etc) on the road). There is no 5th 6th and 7th texture mappings.ġ - Diffuse Map (In simed first texture slot) is your diffuse texture. ![]()
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