You’ll need some advanced UV mapping knowledge for this, since a good UV map is a key to success in this.Īs far as optimisation goes, method 2 has far less overhead and will render faster in realtime but take up more texture memory, which might increase loading times a little. This is the more advanced method that requires some knowledge of how to use generate color ID maps and use them top create your maps for PBR rendering. You might want to edit your UV map for the mesh too, unless you won’t use any textures or lightmaps at all. If you allready have polygon selections assigned to parts of your meshes that are going to be combinewd, it’ll keep them.ĭepending on your naming conventions of those selections, you might need to combine selections of the same material into one selection. If you combine objects that have a different material assigned, it will auto-create polygon selections and assign the materials to them. You should combine seperate objects into a single mesh with polygon selections (select them, right click, combine objects) in Substance Painter or Quexie to generate your PBR material values. bake your materials into a color ID map and use it e.g.combine the polygon selections that share the same material into a single selection.Depending on what you want, there are several possibilities.
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