- Messages
- 85
- Country

In fact, I think I need to have a proper session and a play with this.
As long as FS2020 will let me use more than one set of UVs I think it'll work.
So I'd have the diffuse and normals on the first, unbaked set of UVs, so I can use my original textures at their original resolutions. The AO, metal, smoothness map doesn't need the same precision, as it's just altering the general properties of the surface. If a door handle's metallic surface is just 10 pixels on the final texture that doesn't actually matter, as all the detail comes from the diffuse and normal map. So I bake the AO, Metal and Roughness to the second, auto-unwrapped set of UVs, combine the channels into an RGB image and cross my fingers ^_^
I'll give this a go tonight - it all hinges on whether FS2020 recognises more than one set of UVs (maybe I could use the detail maps? Are they a separate set of UVs or just a scaled version of the main textures?)
As long as FS2020 will let me use more than one set of UVs I think it'll work.
So I'd have the diffuse and normals on the first, unbaked set of UVs, so I can use my original textures at their original resolutions. The AO, metal, smoothness map doesn't need the same precision, as it's just altering the general properties of the surface. If a door handle's metallic surface is just 10 pixels on the final texture that doesn't actually matter, as all the detail comes from the diffuse and normal map. So I bake the AO, Metal and Roughness to the second, auto-unwrapped set of UVs, combine the channels into an RGB image and cross my fingers ^_^
I'll give this a go tonight - it all hinges on whether FS2020 recognises more than one set of UVs (maybe I could use the detail maps? Are they a separate set of UVs or just a scaled version of the main textures?)



