Hi there,
I am stuck in this really silly situation.I better show u rather describing it…
I want to get the horizontal parts to line according to the wood grain pattern so I rotated the uvs accordingly
and the lighting is broken at each of the uvw shells whenever normal maps are applied. Some More Snaps…
![alt text][6]
So as you can see that as the door is viewed from different angles it splits up where the uv shells are split and rotated. I want to use normal maps mostly to get the sharps edges to be a bit beveled. I found a work around by using 3rd UV set for normal map but I am not sure about its performance and time hit.I think it increase a draw call and increases vertex count.BTW I am using one normal map for the wood details and another for door and then mask out Red and green channels and append blue and add both, because there are many doors i just use MatInst.
Plus there is slight light bleeding at some places ,might be due to low lightmap resolution 32, and can you tell me the resolution which should do the trick or is it just not enough padding(well i also tried to box unwrap it and tried to keep all faces together without causing much distortion.).Any Kind of help would be great.
Thanks