Probably going to need to lock the normals (not sure if that's even possible) or use an object/world space normal map. I don't see that workflow working very well in either case.
Performance wise, having 2 materials on one object is equivalent to have 2 "splitted" objects with 1 material. Usually i only use this for easier maintenance, as editing several objects in a 3d software could be a bit more of work if they're meant to be "welded" Unity can batch together objects with the same material…
Hello! I have a 2048 texture for large object A. I also have a much smaller object B. I will have object A and object B appearing many times in the level. There is room on object A's 2048 texture to hold object B's much smaller UV islands. If I was to texture object B separately it would be half the size or smaller than…
There was a thread about somewhere on this, but I can't find it. If I have an object with modifiers in its stack, what's the quickest way to select the object and get to the sub-object mode at the bottom of the stack (ie. Select the object and be at Editable Poly - Vertex)? Ideally, is there a way to exit from an object…
Can I add something to this - I've never had any luck with ever exporting an object into FBX without it triangulating. There are tonnes of info on how to do it, but ten or so years later and still no luck. 'Turn To Poly' 'Turn To Mesh', adding an 'Editable Poly' modifier, it looks like the original object has properties…
Wizards, Is it possible to tell MAX to automatically center the pivot of a new object? Re: If I shift-drag an object from a pre-existing object that new objects pivot is automagically snapped to its center.