![]() You also will need an index into the texture so that you can find where each of the sprites are located. ![]() I think the most powerful thing the texture atlas can make or handle is the way of put many objects in uv space, but substance painter not showme the others object in my texture atlas, just use their uv coordinates and create me individual portions of the uv. A texture atlas is simply a way to stuff multiple sprites into a single texture. I think substance always create a blur extened pixels furthermore the uv space.so my doubt here is I would like to keep the Texture atlas not portions of it, I ve noticed I ve only see in my export folder, just portion of the atlas.Ĭheck this. So in the picture above, the pixel that are Furthermore the UV space, there are NUll values, not exist as iteration of the objects in real time, they exist as pixels but when 3D models are created as objects in Unity or whatever, the UV just recognised the limit of the uv, might be some bleeding space to avoid seams. Well continue with this thread, when I export all the texture, the desired texture I ve been created in substance, the folder shows me every piece of meshes, but not the atlas, look at this So at simple view, everything seems to match, every "main shader" search the information of the texture atlas uv space, consider that it was ONLY ONLY ONE object (merged, cause when I create the texture atlas, every objects joins in only one objects.so the exported one, it is only one object! then I will or I prefer to separate this object) So.before to introduce you to my problems check this in substance : So nothing extraordinary at the moment, the thigs will change in substance painter, so I need a help (consider this is not a modular design, where there are structures as wall and you can Uv's them with 90 degree, this is more difficult, cause angles, shapes ) Then, I check all the name of the materials from the mesh of every objects, as in this picture (texture atlas make the ability to create all the objects in provisory single mesh object). So In the picture up there, you see the props with respective ID map, all of them in the one UV space called "texture atlas" ( remember when you pressed "start manual unwrap" in Texture atlas, it creates an ONLY ONE OBJECT called "TextureAtlas_MergedObject" ). A Curve Atlas asset is used to store and access multiple Curve assets, enabling management of gradient lookup tables (LUT). I am working on many assets for a game proyect, I used blender to model the props and prefer substance to work on pbr shader for unity engine 5.5, first of all, before ask my question, I need to introduce you to my workflow (check it in pictures above) :
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