Hello,
a max question, the textures in max dont export to the engine it seems, i know i can add them via the engine but they never look right and i cant map each plane for instance is there a way to make a map of where the parts shud go and tell the engine to put each part where it needs to be
Yes, using the multi-subobject material type in Max.
Put an Editable Poly modifier on your object and choose the faces you want each map to be on and number each selection with a material ID. Then, in the material map browser create a multi-subobject material type with the number of material IDs you have on the model and apply. It’s important that you name each material with it’s own unique name so Unity won’t get confused or you don’t end up with just material 23, 24, 25, etc. Also be sure to put a UVW Map modifier on your model so it looks right in Max, then when in Unity all you will have to do is drag the proper map to the proper material slot and scale to fit. Not perfect but it does work.
thanks, i discovered this about 3 hours before you said it, strange way to do it, isn’t it?
Like a young guy I met recently says,
“it is what it is…”
:lol: