I am new to Unity (which is awesome by the way), and I have some questions:
This is a new question (12-7-09)
I have a Bledner model (Download Here) and as you can tell it is a building. Earlier on in this post, I asked how to texture the inside and also the outside, someone kindly helped me. Now what I have are 2 copies of the mesh, under the same object. So my question is, how would I apply different UV Maps to the interior mesh and outer mesh, while they are still grouped under the same object? Or is this not possible?
*You may want to ignore the UVs I began to create in Blender, I was experimenting, I ended up saving as an OBJ, importing it into UVmapper, create a map, resave it, and then open it in Blender, and export as a 3DS, because as you can tell, I stink at using Blender’s built in UVMap editor/creator.
If you look through the door and into the house there is no back wall, or sometimes no side walls or front walls, depending on the view at which you look at the model in the game. That is the slight problem
Thank you so much, I just did not manage to get the small dialog box in my first attempt. it works flawelessly.
Now, I have another minor question, if you do not mind. When I went to unwrap this in Blender, u → unwrap, I got a weird uvmap. Do I have to “make a seam” in the model?
You’re getting into a deep subject here. You don’t technically need seams, because your model has a hole in it, but if you don’t use them, it will be a pretty worthless map. You need seams on almost every model in order for it to make sense to a human being.
Yeah. Just visualize taking that model and laying it flat on a table. It will look like garbage, not resembling the original shape at all.
It’s exactly like what happens when you murder someone in your basement, and stretch them out over your wall, you know? First, you have to crack their jaw apart. Then you need to put their top teeth in one corner, near the ceiling, and their lower teeth, near the floor, on the other side of the room. Then their arms and legs are all wobbly and dangly in the middle of the room. You know how this goes; it’s a total mess.
When I add seams to the model, is it best to add them through the center, back, front, and should I only add one, or what is the general rule of thumb?