I am modeling an ottoman, and need help interpreting the instructions, which say, "Amount of materials should be same as amount of texture sets."
Some info on the model: My ottoman is one mesh, with a high-poly version baked onto a normal map. The materials are a gray mottled leather with dark wood feet. I have been provided only this texture...
1st question: So, a "material" is the full node set-up, and a "texture" is any of the maps or images used to plug in to that material's nodes (or just set on the UV mapping). Is that correct? But, then, what is a "texture set"? I would think they mean the group of generated images or textural maps for each of the 9 materials they list here:
- Main textures:
- BaseColor (sRGB)
- AO (Linear)
- Roughness (Linear)
- Metalness (Linear)
- Normal (RGB)
- Opacity (Linear)
- Emissive (sRGB)
- Additional textures: Glossiness, Specular
Here are the other relevant instructions:
- Single UV set per model, multiple textures sets if extra resolutions is needed
- Only square textures, 4096x4096 resolution
- Normal maps baked from hi-poly models
- Metalness & Specular workflow maps needed
...
What I would normally think to do in making a model like this is to apply a material to each part (one for the leather, one for the feet), then use a multi-noded setup for each one, including procedural texture for the basecolor, the provided texture image for bump and light-related maps (the baking of which I will be figuring out on the fly), the baked normal map I have from the high-poly mesh, plus certain settings on the Diffuse Shader.
It seems to me that this does not meet the following requirements:
Metalness & Specular workflow maps needed (This confuses me anyway, as I've never really heard of using every single map, and I thought Metalness & Specular were generally used one or the other. Also, can you even bake a procedural color into a image map?)
Amount of materials should be same as amount of texture sets (It seems like I will have 2 materials and something like 9 textures, so what really differentiates a texture set from a material in this context?)
Can someone set me straight, and maybe help me figure out the workflow here?