I’m new to Unreal and game creation in general, coming from a strictly pre rendered background. There is one specific thing I’m curious about, workflow wise.
How many UV sets do you typically use per asset?
I recently did a project where we had three different UV sets. 1 for texture, 1 for normal mapping and 1 for the lightmap. This, however, got very complicated. Unreal wanted the normal map to be on the first UV set, unless we wanted to do some big workarounds. Substance painter on the other hand, wanted the texture on the first UV. We had to do a lot of switching around and complex workarounds to get it to work.
Because of that, we’re now thinking that for the next project we should combine the texture and normal UV and have just 2 UV sets; one for the texture/normal and one for the lightmap.
The problem with that is that the resolution requirements might differ massively between the normal and the texture. Maybe we need the normal on one part of the mesh to be really high resolution, but we can’t scale it up because that would mess up the texture.
So my question is basically, what is the standard workflow for this?
I apologize if this is the wrong place for this kind of question. I would be happy to be redirected if that’s the case!