Hi everyone,
I’ve got a few beginners questions on modeling for gamings.Hopefully you guys might be able to share some of your knowledge with me.
1: Will having models with open sections (deleted polygons that leaves holes in the model) imported into Unity pose any problems, while working or playing the actual game?
2: Should all individual models be made out of just 1 single object, or can it be made out of a number of objects that are grouped together? If they are already grouped (group function in max), will I be able to open that group and manipulate them in Unity, or will I only able to control that object as a whole?
3: If I set up a character with Bones in Max and export it to Unity, will I be able to control that character using that bones system in Unity?
4: If I were to texture my model using standard procedural mappings, how do I export that along with my model so that I can import both of them into Unity. I’ve seen a few tutorials on unwrapping UVWs, but they discuss mostly about how to export it as an empty mapped file for other softwares to edit. I am wondering if I can export it along with the textures that I have already place on it?
Haha sorry if these are really newbie questions.
Really appreciate any advice and help you guys can offer me. Thanks!
#1 think about a plane , it is just 1 poly , with the other 5 faces of the box missing … so thats fine.
#2 yes , you can have multiple meshes creating your one mesh.
#3 yes and no , the bones are animated in max , and those animatioons carry over to unity for you to script around
#4 yes , you can texture it up in max , and choose to bake to texture
You shouldn’t have a problem with open sections, keep in mind that back faces are culled in the game engine, so they should not be in view of the player.
For number 2, depends on the object/objects grouping them together usually gets you a better result, especially with pro as it uses batching. Depending on the grouping method you can still access the individual objects.
You can rig a character in mac and export it, I believe there is a naming convention to follow - haven’t done much of that myself yet tho.
You can texture your model with procedural’s, but you’ll still need to bake the textures on to the model. You could also just project them as normal, and put them in max, then link them up on the material in unity, this is good for some things where you can tile your textures, but for the most part, for efficiency you’ll still want to bake them in, that is what they mean when they talk about unwrapping your model. Thats a whole subject in itself I’d advise learning about.
Thanks willc! I’ve heard of baking textures before, but since I never had any instances where I had to use it, I never learn about it. Now there is a good reason for me to look up a tutorial!
Again, thanks for the very very prompt reply!
Also special thanks to Larvantholos! Thank you for your detailed explanations! I will definitely look into baking and learn more about unwrapping textures.