About UV coordinates and different UV maps
Hello
Greetings from Switzerland
Sorry for my bad English.
I look at original objects always different UV maps. Once ambient occlusion / Multiply that represents the entire space on a map. And once the Diffuse representing the texture of good quality. How does it work?
Do the pros use two UV channels? I just get a single UV map to a group. Or have they set the UV selector right? How do I obtain the exact selector?
I would like to record my great object shadow. The texture I stretch in the length, out of the map edge, so it must tiles. Here's what the texture looks really good on the object.
I show the original object so you can see what I mean.
This is the original object
Here you see the Diffuse texture
An here the multiply
I hope you can help me
greeting
Lethandro