I have various subdivision levels of the same model that I imported into unity. My higher poly model -- something around 50k -- comes in multiple pieces and thus when the textures are applied you have to apply the shader to each piece and get strange results. Any idea what might cause this? Before importing, I scaled the…
Well, I should play around with it a bit more before I say for certain what exactly was going on, but what was happening was that for some reason I could not apply a shader group to the grouped objects, but had to apply the shader to the individual pieces. Now it seems to have been smart enough to apply the texture based…
It should just be the same, the UV coords should be what you expect. Just apply your materials and you should be good to go. Is there some odd behaviour you're seeing?
Ah, that makes sense. So then how do people usually adjust their texture maps to account for this? I suppose you could just break your model up yourself and set up your textures beforehand... is that a typical method?
Not sure what Maya supports but I either make a selection and copy the mesh and delete that selection and the invertion of it in both meshes, or I simply copy the selection. Anyway as mentioned the newer versions of Unity support 32 bit buffer for meshes so that problem would be solved. On the other hand, you can just…
unity has a vertex limit of 65534 so if you exceed that on a single mesh it will be broken up automatically. If your triangle count is 50k, i'd suspect that this is the case