I have a scene in Unity. When I try to drag a material to an object it adds the material to all the other objects as they are in a group. Is there a way to add materials to specific faces/objects? I grouped the objects in Maya, imported them into C4D, and then bake imported them with character animations into Unity.
Of the softwares you mentioned, I only use Unity, however this sounds like a UV issue, common among all 3D apps.
UV’s are needed for the individual objects or the entire group of objects combined into one UV set, either in maya - or c4d before import.
If this step was not done - it’s needed so Unity can understand which texture/material belongs on which model.
If you did perform this step - then the grouping workflow is the problem.
If you want multiple materials you need to set multiple material IDs.
Material IDs are a inherent component of the faces of an object. By default, there will only be one material ID (hence one material in Unity) for your 3D object. So you need to manually set them up, then in Unity, you’ll have to manually fill the materials’ slots in the MeshRenderer (with respect to the ID of the faces you want to set the material to).
For both Maya and C4D (lucky you, it doesn’t work that way in Max), you just need to create multiples materials first (Hypershade in Maya and Shader View in C4D), then just select the faces you want to assign, rick-click on the material → assign to selected.
Cheerz
Actually - this is nearly identical to how it works in Max. I wasn’t aware Maya and C4D utilized a similar process.
Good point on Mat ID’s.
Ho! Great then!
I’va always used the material ID propety in the Editable Poly in Max, but now that you say it, I recall that I might have used this technique as well in Max 10ish years ago
Anyway, good luck on that !