I need to know how i can texture a character in parts…
SO that i can have one texture for his shirt, one for his trousers,one for his hair…
also i want to do this to a character that is currently animated and has one mesh with one texture i want to keep it as one mesh.
i have maya and can use it a little but don’t mention blender if you can avoid it.
thanks
I don’t believe that Unity supports per-facet shading. You’ll need to break up the object into multiple mesh objects if you want to apply different shaders to each part. If you’re creating a rigged Mechanim character then you should be able to split the geometry - vertex weights from multiple source meshes should merge seamlessly, though I haven’t tested that personally.
If you need to use a single mesh and the shaders aren’t radically different, then your best option is to use a single shader and make a texture image that contains all the variants you want to use, then reposition the specific mesh UVs for the spawned object when you instantiate it. It’s not an easy solution, since you’ll need to manually define the UV origins of each variant, and offset the texture coordinates for every spawned mesh, but it’ll work.
Keep in mind that if you go this route you’ll need to update your scripted UV offsets if you make any changes to the mesh topology.
Well then, tell me how does this guy do this (this is a picture from tutorial 166 at 2.07 at burgzerg arcade tutorials)
there are multiple materials on one mesh. how can i do this/how is it done?
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In your 3d modeling tool you just select the polygons and apply the material you want. On import Unity recognizes the materials applied to different polys.
ok, thanks