Hi
I cant seem to find good information about my problem.
To make it easy lets say I made a cube in 3D max. I put 1. unwrap UVW on the model and choose 3 polygons to unwrapp. Then I add a new unwrapp uvw modifier on the same model and change the map channel to 2 I then take the 3 other polygons of the cube and make a texture out of that. In the material editor I make a multi/sub object and add each texture made in their correct material id with right map channel, and everything is fine in 3D max. When I then import into Unity , FBX, I only get 1 texture right and the other one is all out of cordinates.
so 1 model , 2 unwrapps on it with different maps channel. Does unity only support 1 unwrapp per model ?
Unity supports 2 unwraps:
- CH1 diffuse map
- CH2 lightmap
Solution for you is to merge both of your unwraps into one and your texture to one or split model to two models. Split will allow you to use separate materials for your models but not preventing you from using merged texture for performance.
actually unity supports many unwraps how I see it, but then I could be talking about something else. Lucky I found out the solution to my problem. I can have as many unwraps as I will on a model I just need to unwrap all of the polygons on the first unwrap modifier. the other unwraps modifiers are just there to change map channel so unity knows which polygons have what.
Thanks for the respons though
thats strange because I made a cube 6 poly sides right. then I divided it by 3. So 2 poly are material id 1, 2 more are ID 2, and the last 2poly sides are material ID 3. Then I added 1uv unwrap and unwrapped all 6 poly to that modifier. then I added 1 more uv unwrap to the stack and just changed the Map channel to 2, and then added another one uv unwrap to the modifier stack and made that uv unwrap map channel 3. Then exportet and importet to Unity and it has all 6 polygon sides perfect unwrapped.
Dont know if you understood that, perhaps why I couldnt find an answer to it. Hard to explain and ask about ^^