I have various subdivision levels of the same model that I imported into unity. My higher poly model -- something around 50k -- comes in multiple pieces and thus when the textures are applied you have to apply the shader to each piece and get strange results.
Any idea what might cause this? Before importing, I scaled the model appropriately, deleted history, froze transformations...
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Ah, that makes sense. So then how do people usually adjust their texture maps to account for this? I suppose you could just break your model up yourself and set up your textures beforehand... is that a typical method?
In any case, it seems like a problem pretty easy to work around, and I expect one that won't be ran into that often regardless.