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Hi!
Can we get support for second UVs in one mesh one material?
It would be a killer feature for environment artists from the game industry.
We very often use 1st UV channel for tiling texture or trim texture -> overlaping UV faces everywhere. 2nd UV channel is used for global RGB Mask texture.
Right now everyone is painting masks for buildings in substance/mixer/armory without seeing the end result, so a lot of "FromSubstanceToUnrealAndBack" is happening.
Just let artists choose which texture should use which UVs in their material.
For a better understanding, there are some useful videos:
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Hi!
Can we get support for second UVs in one mesh one material?
It would be a killer feature for environment artists from the game industry.
We very often use 1st UV channel for tiling texture or trim texture -> overlaping UV faces everywhere. 2nd UV channel is used for global RGB Mask texture.
Right now everyone is painting masks for buildings in substance/mixer/armory without seeing the end result, so a lot of "FromSubstanceToUnrealAndBack" is happening.
Just let artists choose which texture should use which UVs in their material.
For a better understanding, there are some useful videos:
BlendcerGuruP: Basic Princip
https://youtu.be/1aNnERnHRZg?t=407
Cario Goodbrand - whole procces
https://youtu.be/1aNnERnHRZg?t=407
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