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Question by Jack-2 · Jul 09, 2011 at 10:17 PM · textureoptimizationmaterialsnormal maptexture-atlas

Some texturing questions...

Okay so I've built my model in my 3D package (a simple room). I've unwrapped it, textured it and got everything into Unity. Great.

When texturing I followed a lot of the performance and optimization recommendations, hence, it's one material and just one big texture, a texture atlas.

So umm, how do map slots work with just one material?

For instance, I want the walls to have some specularity to them, but I don't the carpet to be shiny. Likewise, I want a normal map on the carpet, but not on the walls.

How can you apply different effects like that when you're only working with one material and one texture?

What am I missing?

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Answer by synapsemassage · Jul 10, 2011 at 07:56 AM

That's not possible, you must use specific materials in this scenario. Still, texture atlas will reduce overhead. Use same materials where it's possible.

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avatar image Jack-2 · Jul 10, 2011 at 02:51 PM 0
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Okay, that makes more sense. I'm guessing I would break my model into multiple parts and then apply materials onto the parts I want those materials on, but keep all those parts in the same mesh instead of multiple files, correct?

avatar image Owen-Reynolds · Jul 10, 2011 at 05:09 PM 1
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Each material has its own textures, which are reusable, and the rules for how to use those testures - whether you want specular, bumpmap, toony... . Choosing the shader is what chooses the rules. The wall mat, with diffuse, uses the main texture only. The floor, with a bumpMap shader, will reuse that main texture, and an extra texture slot (for the bump map.)

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Answer by FourSheds · Jul 10, 2011 at 10:16 AM

You can just build specular and normal atlas-maps that are aligned with your main color texture. For the spec atlas you would color the un-shiny carpet sections of the spec atlas black, for instance. Same with the normal map, the sections that you want un-normalled you would color flat, which typically in Photoshop, for instance, would be R 127, G 127 B 255. (or 127,127,127 if you're using greyscale bump maps).

For an example, look at the buildings_a and building_a_bump texture atlases from the Bootcamp demo.

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avatar image Jack-2 · Jul 10, 2011 at 02:52 PM 0
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Thank you. I wasn't sure on how to do that either :P

I'll have another look at the boot camp demo.

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