I'm trying to figure out how other artists handle lets say just a simple prop or object that has its own unique unwrap.
1. High poly model
2. Low poly model
3. Unwrap and Pack UVs
4. Mirror symmetrical model details
5. Combine symmetrical meshes into single object
6. Unwrap symmetrical UVs that meet on an obvious seam line to new uv islands
7. Clean up and repack UVs as needed from previous step
8. offset symmetrical overlapping UVs out of 0 to 1 (for baking)
9. Name LP models _low
10. Name HP models _high
11. Run hard edge detect script for uv islands to set proper hard edges
12. Export LP fbx with multiple named meshes (for baking in substance)
13. Export HP fbx with multiple named meshes (for baking in substance)
14. Create textures in substance
15. Return to Maya and merge all named _low meshes into single mesh object or minimum mesh number needed for in game use
16. Name that new mesh with final game name
17. Export final fbx to game engine
18. Export Textures from Substance to game engine
The issue that I'm facing is in making edits, changes, or updates to a mesh after its in game. Mostly with having to go back and repeat steps 3 through 18 every time anything changes to the model. Is there something I'm missing. Is there a better way to manage your asset so its easier to edit and adjust. Or any time saving script you use. There might not be a better way but I'm always up for ideas. Thanks!
Replies
And when you make changes to your model you shouldn't be making changes that are so huge that you have to completely re-pack and re-UV the model. You just change only what needs to be changed. If you're making huge changes by the time you've got to your texturing stage it's a sign you didn't think about the model enough when you were making the hipoly.
You missed the very first step which is to block the model out, get it in game and answer all the big questions before you piss days away on making it properly.
Steps 1-11 should be 3 steps. High poly, low poly, and UVs. Naming things does not deserve a step in and of itself, that is an organizational thing that should be in the habit of making your high and low polys. All the other stuff is UVs. Number 11 seems to be going backwards too. Define your hard edges on your lowpoly then unwrap by those, the other way around seems muddy to me but that may just be a personal thing.
12-13 is just the game exporter or batch exporter, it's a button press.
The reality of it comes down to a couple of things. I think listing pipeline out like this makes it seem more complicated than it is. There are some workflow things that can be fixed but there is not a reliable one step solution, this is why we are game artists. Most importantly though I have to reiterate is to have those large questions answered in the blockout and testing phase so that large changes like this don't happen. Sometimes they do though and that's just the reality of it but I can't think of a situation where I would need to completely change all of my UVs and redo my textures, at that point I feel like it's just a different asset that was needed.
Oh why are you going back into Maya to merge meshes together? I'm curious about this as this may be something I'm not aware of but I've always either used UDIMs for multiple textures on a large object or I've made use of color ID or mat ID maps inside substance painter/designer. Making use of the bake by mesh name for baking the individual pieces. Very rarely have I needed to go into painter with completely separate pieces then merge them later.