I was just confused when I read "gray scale" because I thought that meant every texture literally had to be gray. I didn't know how a Normal and Diffuse could be gray when it needed color haha.
I don't want to get off topic, but I feel like it's relevant to this texturing process. If not I'll delete and create a separate thread. I've been confused about combining multiple unwraps into one UV space as well as sharing texture space by combining textures sheets into one:
Let's say you have a few props and a building such as this
and everything unwrapped into one UV space like this
What happens if I wanted to export the ladder and drainage pipe to UDK? Does anything happen even though they are tied to the same UV space as the building and everything else? What happens when I apply the textures in UDK to just the ladder and drainage pipe since there are other model unwraps in the UV space?
The same goes for splitting up texture sheets to save memory. If there are separate meshes that I want to import yet they all share the same texture sheet, how do you separate the meshes when creating and importing into UDK?
Are you confined to the one UV space or can you quick planar map, pelt map, anywhere outside it and UDK will know you're doing this? I don't know how often you would want to use this workflow from the example below, but the texture was created first, then modeled off of allowing you put various pieces around and out the UV space:
I know that's a long winded question so thanks for taking the time to help. I really appreciate it!