So I'm a complete newbie to Unity and most other things 3D, my current project involves a jet modelled in 3DS max which is long and takes up a lot of my UV room so even a 4k texture looks a little low resolution up close. What I'm about to ask is all hypothetical so if you have any other priorities feel free to leave this…
Do you have access to Maya? I have not tried it in 3dsmax but in maya whenever I assign two or more materials for any selected faces on the object and export it as .fbx I get two or more material for that object in unity. In maya you don't need to set ID for faces you just select them and assign the material. I do it all…
I saw Quixel's tutorial for the chainsaw using that technique in Maya it looks very handy! Max creates multi-sub materials on the fly too but as the tutorial says it's apparently more intensive. I have no problem at this stage taking it over into Maya if I was to add another program to the pipeline but at my current stage…
Ahh! Okay, will this work with UVs? I'm having a little difficulty getting my head around that. If I set my mat ID on certain polys in Max to be ID 2, will that information carry across to unity in an obj or fbx? Thanks for such a swift reply! As much as anyone would hate to repeat work they've literally just done the end…
yes it will be. So if you change the mat ID in max it is stored with the export. You can also have one single texture file with all the UVs while using 2 materials (just use the same texture for both) and you can change their shaders, etc. The only thing you have to do is search for a pre-created shader in unity that uses…