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Why do we still have to separate UV channels by mesh on new models?
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It used to make sense in games like Brawl where they're simply diffuse maps overlayed on each other and can be worked around with no visual drawback. But in games like Breath of the Wild where a normal map will be on a different UV map than the diffuse, it's just counter-intuitive. Why is it still a requirement?
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Why do we still have to separate UV channels by mesh on new models? - by AdelQ - 11-25-2018, 10:50 PM

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