So I have just a couple questions or things I still need to understand in texture creation.
Say we have a spear, wooden pole tipped with a metal point. So two completely different PBR surfaces. I understand I can pump up the metallic or specular and make it look like metal all nice and shiny and reflective. However if I am making this model on one UV wrapper or DF texture then this also makes the wood have the same properties and look odd/off.
Now I know I could make the Metal tip of the spear and the wooden pole of the spear two separate materials. So I could isolate each and make each look correctly in there properties IE reflective or not etc. However I know in UE3 this would mean the model is being rendered twice. IE for each material on a model it is rendered in the engine again and again etc depending on the # of materials. Is this still true? If so when it comes to budgets and optimizations isn’t this something you would want to avoid, its such a simple texture why wouldn’t you put it all on 1 UV.
So if the above is correct is there a way to mask out the metal bits from the wood bits and provide properties to each of them accurately? So far my experience with alpha’s and masking this is not really the case. The whole texture is still there and will have either metal or wood properties applied to it…
How do other people handle this, what are the best practices? do you just say screw it render the model twice? Or is there another trick I need to learn?