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SkIndigo Video Demonstration: Bump map without albedo map

Posted: Sat Dec 22, 2007 3:32 am
by Whaat
Here's a very short video of how to position a bump map on a material that does not have a SU texture applied to it. This technique forms the basis for using multiple UV sets in SkIndigo. If you can master this feature, you can create some incredibly realistic and complex materials!


EDIT: Part 2 - Adding a clip map using a different UV set.

Posted: Sun Dec 23, 2007 3:37 am
by ZYX
Thanks very clear.

Posted: Mon Dec 31, 2007 7:48 pm
by Stinkie
Thanks alot, Whaat. These are very instructional.

Happy New Year.

Posted: Wed Jan 02, 2008 7:56 am
by Pibuz
Thank you from me too!
It's essential stuff for anyone who like me is starting! :D

Posted: Mon Jan 07, 2008 1:11 pm
by ZYX
I understood the basic process of UV mapping but i get confused with index saves. I have some questions, please help me with this...

1. When you have to save in a different index and in the same and how can that affect the model?
2. The 'order' in wich textures will be displayed depends on the index, on the order you assign them or on other stuff?
3. Can you do a simple tutorial with less textures? (i mean instead of the brick, the moss, the grafitti and other stuff just do the brick and the grafitti or the brick and the moss.)

Posted: Tue Jan 08, 2008 2:32 am
by Whaat
ZYX wrote:I understood the basic process of UV mapping but i get confused with index saves. I have some questions, please help me with this...

1. When you have to save in a different index and in the same and how can that affect the model?
Not sure what you mean. It doesn't matter what index you save to. It's up to you. You can store up to 4 UV sets PER FACE.
2. The 'order' in wich textures will be displayed depends on the index, on the order you assign them or on other stuff?
There is no 'order' for texture display. The index number has no affect on how textures are displayed. You can use any index number you like.
3. Can you do a simple tutorial with less textures? (i mean instead of the brick, the moss, the grafitti and other stuff just do the brick and the grafitti or the brick and the moss.)
Possibly but not in the near future. :)

Thanks for the questions!

Posted: Tue Jan 08, 2008 12:36 pm
by xrok1
so are you saying if you put your grafitti in 0 and your brick in 1 it will look the same as grafitti in 1 and your brick in 0?

Posted: Wed Jan 09, 2008 10:42 am
by Whaat
yep, the uv index number does not matter. I guess I should have made that clear in the tutorial.

Posted: Wed Jan 09, 2008 1:10 pm
by xrok1
i guess most people; myself included; where looking at it like layers. its hard to understand how it works if its not layered? does it matter which order the materials are applied in? what would keep the bricks ,for example from obscuring the grafiti.

Posted: Sat Jan 12, 2008 7:56 am
by ZYX
Another question: If you save a material in the index 0 an then save another material in the same index the second material will overwrite the first one?

Posted: Sat Jan 12, 2008 5:24 pm
by cpfresh
i think it WILL overwrite it if for example you are looking at one face. this one face hsa four positions to save UV data (slots 0-3) so if you have already applied one material to slot 0 and then you apply a second material ALSO to slot 0, it will remove the first set. BUT you would be ok if it is a completely different face. hope this is right AND makes sense.

Posted: Sun Jan 13, 2008 5:43 am
by ZYX
Thanks for the help