by Jojon » Wed Mar 18, 2009 2:33 pm
We use slightly differing terminology here, which confuses this discussion somewhat. Jonnee speaks of "UV-Tex layers", by which I now have come to believe he refers to UV-maps, as listed in EditButtons->Mesh->UVTexture, rather than the texture layers, found at ShadingButtons->Material->Texture. I make this assumption, because the latter will certainly not change across several materials, whereas UV-maps are tied to the mesh, rather than the material and are shared by any materials associated with the mesh. To use different UV-maps with different materials, he should name the maps and refer to the relevant ones in the "UV:" text field in the material's "Map Input" panel.
It sounds like he *wants* the hills all glazed looking, but at a higher geometry resolution, without increasing the polygon count. This he should have been able to achieve with a bump-/normal map, had we been able to use them, and/or possibly a specularity map. One way to get a similar-ish effect to the specmap, could be to use an environment map, with gradients approximating the light sources of the age and an alpha overlay taking over in spots where he want less gloss. It is not the same of course, reflectivity is not specularity, but need do what need be. :7
Of course, if this is Breldur: weren't the other statics shadeless? In that case, why make the hillside dynamically lit, when a lightmap or preshaded texture (baked from a higher level of detail version of the mesh) might do the trick?
EDIT: @Paradox: Awwww. :(