Upon import into unity, I deleted the automatically generated lambert materials and created my own set of materials using different color shades. ![]() I presume that Maya created the default UVs. One thing I can add is that when we made the mesh, we simply assigned a lambert shader with one solid color on it to the mesh's body parts this was done to save the modeler time since I didn't care about the exact textures at the time, I just wanted the model ready for import. As for phantom's code, we're doing the same thing our code is identical for all intents and purposes. I already tried padding the atlas but that made no difference at all. ![]() What am I doing wrong?Ĭlick to expand.Thanks for responding and apologies for the bumps I'm not aware of any other method to keep a thread current and visible. The following screenshot is what appears, and as you can see it has seams in them. I've gone through all the steps outlined above including adjusting the UVs but it's not perfect for some reason some of the body parts have seams, so something in the UV process is off. However, I get the feeling that having all these materials for one character is a waste (they all have the same exact shader), so I would like to optimize the process by packing all the textures into a texture atlas and using only one material. I have a character mesh with different body parts (head, body, arms, legs) and they are each in an asset bundle using the same process as in the CharacterCustomization example, and at runtime I combine all the meshes into one (with separate sub-meshes for each body part) and one material per body part (again, just like the CharacterCustomization example). ![]() I realize this is an old post but I can't seem to find a clarification anywhere.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |