Mapping Multiple textures to the same face and exporting it to Unity
I need to create an object mesh with two sets of UV map coordinates. On the first uv map layer I want to have a base material that I can tile as much as I wish and the second uv map would cover all of the object without repetition. Imagine a wall where a plaster texture repeats itself all over the wall, but there is also a second coat of grime and dirt texture that extends the whole wall and doesn't tile. I followed the answer on this thread (http://blender.stackexchange.com/questions/24398/map-multiple-textures-to-a-face-individually#new-answer?newreg=38af727ccc0f455bbbefac6034a2aad3) to assign multiple textures layers to the same mesh. I know this will increase draw calls but that is not important for what i'm doing. The problem is when I export to fbx, or even load the blend file in unity the mesh only has one material. How can I export the mesh so that Unity knows that the mesh has two materials and two sets of UV coordinates?
Answer by Kamil1064 · Nov 14, 2016 at 08:46 PM
Hi @AtomR, just create 2 uv maps in blender like you gave on link and it's should work :) http://i.imgur.com/4HdxtpF.jpg Standard shader allow to use one secondary map, however via script you may use 4 uv maps (or 5?) If that isn't clear please notify me so I get notification :)
Answer by AtomR · Nov 14, 2016 at 10:07 PM
Thank you for the reply but you miss-understood my question. What you did is apply a different texture with diferent uvs to one face of your cube. What I want is to apply 2 materials (not textures) to all faces of the cube. But I found a diferent solution by creating a single material in substance designer that blends two materials into one. Thanks