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Game model and texturing help

Hey folks, new here and i’m sorry to open with a post for help but here it goes…

I’ve spent the last couple of days modelling and texturing the high poly model intended for use as a video game character. I’ve used multiple subtools (4 to be exact), I also have the low poly of each sub tool finished and UV mapped. I’ve exported each Low Poly piece and baked off the normal and diffuse maps as well as some cavity maps. Each piece (head, body, chest armour, boots) work perfectly and look good enough. Now, here’s where the question comes in.

I’ve been searching the net for answers to this but I’ve found nothing particularly useful or definitive (not that I expect definitive really). But basically our team is using the Unity engine to make a game and I’m slightly confused about how to carry on from here. Is it best to use a single mesh asset - ie: combine all the subtools into one mesh and bake off the textures in one texture file? Or is it at all possible to use multiple UV sheets/textures for individual pieces?

I’ve tried the single mesh and single texture option and to be honest the results are nasty and low resolution even if using an 8196x8196 resolution. So, is there a way to use multiple meshes with the textures for each part at all and therefore combat the horrible low res results? I’ve been banging my head off the desk most of the day trying to figure out if this is possible and how to do it, so if anyone could help my desk would greatly appreciate it.

If this post is in the wrong place, I apologise but didn’t see a more fitting place for it!

An 8k map should be more than sufficient. In Unity all textures come in with a default of no larger than 1k. You need to change that in the texture inside of your project window. Look at that texture and the properties that go with it and adjust accordingly.

1mesh that is rigged will give you better frame rates than multiple meshes that are “linked”. Smooth skinning is cheaper on most systems, but your final output really is the deciding factor there. With an 8K image you’re probably not shooting for mobile so smooth skinning is your best bet.

You can support multiple UVs as well as different parts of the mesh using different materials. This needs to be set up in an outside application though. Basically apply a different material/shader to each part you’d like to use a different set of maps and UVs. When you export that out (FBX, DAE) Unity will also import those materials that correspond to the correct areas.

The cost of using more Textures is a larger overall file size. Four 1k maps are larger in file size than One 4k map. You also have to pull more drawculls to support using multiple materials. A good time to use multiple materials is when you’re using hair planes that need to have backface culling turned off. That way you can make just that single shader visible from both sides instead of having to do that with the entire character.

Hope that helps.

Hey there thanks for such a detailed response, it was what I was looking for.

In order to do the above, would I assemble the pieces in Max, then assign them textures and then attach the separate pieces to create a single mesh? or would it work better as separate pieces?

Yes, yes, yes. A single mesh “should” work better.

Thanks for all the help mate, much appreciated. I’ve got ti working perfectly :slight_smile: