Hello there
I'm working on a character which could handle differents clothes and switchables parts ( ex : differents arms, hands, shoes, etc ).
At the moment, i have a character rigged, skinned and animated for tests in 3DS Max, and i plan to export it in Unity as a single FBX including all the parts, then hide-show some parts dynamically.
I cut the character into 3 parts ( for test ) and would like only one body texture applyed to all the different parts together.
( Cf : example below )
The problem i have comes from the seams around the cut. The mesh animates fine but we still see the separation when the texture is applyed.
Here is how i proceed :
- Duplicate the original body 3 times to keep the same bones influences.
- Removed the unused bones for each parts from each skin modifier.
- Deleted the vertices who were not used.
Any ideas/advices to solve those seams are welcome.
Here is the .max so that you can have a look if you want. Feel free to use it in any non-commercial way.
( Just check the layers to display controllers for anim, skeleton and so on ).
http://www.mediafire.com/file/558q57...acter_Test.max
Also another picture to illustrate, i've applyed a texture of a uniform color :
http://imageshack.us/photo/my-images...rexample2.png/
Thanx by advance and sorry for my average English.