Hello All,
I'm currently doing a machine part design with lots of cylinder shapes.
Instead of having Cylinder and extruding with /bevels/chamfers. I'm using
seperate cylinders for each section of the canister. This makes changing stuff more easier as
you can scale/move/parts adjust thing on the fly. I only need to make a more advanced highpoly version of
the LP_Cylinders.
When I have unwrapped all my LP_Cylinders Can I attach them all together as one mesh?
Or would it be wise not to attach them? I'm usng SP for baking with _LP / HP suffix
so I don't need to explode them. I'm not sure what would happen with baking if its only one mesh for LP
and one mesh for the HP :-)
The problem is that the Canister is part of the machine. So it still needs to be positioned as well.
I could group both LP and HP meshes and then bring them in position.
Any ideas welcome just wanne save my self some time if i'm making it hard on my self :-)
Cheers
Replies
Keep in mind that when you bake this mesh it will put shadows in the ambient occlusion map where parts overlap.
If you want to be able to randomly combine the cog pieces with the shaft later you should explode the mesh so it doesn't put shadows on the shaft.
even having two texture sets/material ids.
But normally for realistic texturing the point of using tools like Substance Designer is to be able to use the information from those maps to quickly apply dirt, edge wear, and other texturing effects. This is where having overlapping UV's doesn't work well.
The only issue is your occluded parts are simply wasting texture space as they aren't seen. However, if you're using this in a 'kitbashing' fashion,it would be totally fine. You would have some instances of faces being totally wasted/occluded/not visible, and some instances where those same faces would be visible.