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Jim Ford2020-06-11 00:05:19
Unity
Jim Ford, 2020-06-11 00:05:19

Texture atlases, normal maps, transparency and different reflectivity of surfaces?

Good evening everyone.

There was a question about texture atlases created in Blender and transferred to Unity.
There is a model that includes materials of different transparency and reflectivity: polished metal, rusty metal, concrete, transparent window glass, matte plastic. Then I throw these textures on different parts of the model, combine the parts of the model into one mesh, bake the textures with the Bake Tool and get the color texture itself, the normal map, occlusion and metal of the entire atlas. I remove all materials from the mesh and assign it one empty one, the place of which will take a material with a texture atlas in Unity. Next, I transfer all this to the engine, create a material there and attach all parts of the texture atlas to it, the material to the mesh. But since the material is the same and the texture is the same, I can't adjust the correct reflectivity and transparency for the merged textures so that it looks natural.

How to proceed in such a case? How to achieve the transparency of glass and the brilliance of metal / haze of concrete on the same model using texture atlas?

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