I would use vertex painting for this. Avoids the need for a second UV, and another texture for the mask. Plus it can be unique per building, without adding a new mask texture for each building. I haven’t used Unity in a while, but it comes with a shader editor I think. There have to be a lot of tutorials out there for how…
I'm afraid I don't understand your question. Like showing them off separately? Or perhaps having individual plants or custom versions of plant clusters (of the same species) rather than one big cluster that gets copied around in order to be able to better adjust them for the camera? Depends a bit on how much time you have…
Welcome! Some more context would be helpful. Your case might be already covered in one of the many examples in the "how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking" thread. There seems to be a split or hard edge going down vertically.
Glad it helps, texture atlases are a good thing to know how to use. To separate the different sections, I face-mapped the whole model first (UVW Mapping modifier set to Face) then with UVW Unwrap in Edge mode I selected the edge ring for one of the "boards", used the Edit UVW menu Select to convert the selection to Faces,…
The problem is more HOW you're smoothing it. Lighting when on smoothed faces is smoothed between vertices so where you put your vertices cab have quite an effect if one vertex is completely black that black will get smoothed across the rest of the face producing the glitches you're showing. you eithier need to * add new…
For a one time conversions, you also can simply export the skin data to a file ( see advanced rollout in the skin modifier ) and load the data back onto the skin modifier on the hires model. If you untick "Load vertices by index" in the import dialog , skin modifier tries to match the data from the lowres mesh on the hires…
If there are only flat normals loaded, and the whole model shares one smoothing group I can only guess a few things. Other people will probably know more than me but some possibilities are: In the modelling program you have a quad and the invisible edge is forming a ridge between two vertices but when you export the model…
Ah, I do know FBX supports per-face vertex color. It duplicates the color vertices, but not the mesh vertices. Kind of like splitting UVs. There should be no export difference using Editable Mesh vs. Editable Poly as your base, except the triangulation. Which is important for normal mapping, if you've baked one from…
The snap only works in vertex mode. But you can select all the vertices of a cluster (or activate the select element) and move an entire cluster an snap with one of its vertices. You have to select the move tool and not the freeform. I've never used the grid precisely, most of the time i enter the coordinates manually/use…
I have something like that in one of my script. I have called that the memory selector. You can add/remove some components selected and reselect them later. If you can't wait, you can download it here (the +/- buttons and the select/clear button) :…