I have a vehicle model ready for texturing which when brought to Unity, will have the textures assigned to different parts (wheels, windows, body etc) customizable by the user i.e users will be able to select their own window tinting, body color etc. Also, the model isn't one complete mesh since components such as the wheels need to be separate for the vehicle physics and functionality setup later in Unity.
I'm using 3ds max (but am open to using other software if need be) for baking using render to texture. However there doesn't seem to be an option for baking out each uv texture individually, but only one combined texture. To maximize the resolution/texture space of each individual element, the uv's of every texture naturally overlap. Therefore rendering one combined map would change the resolution of some (if not all) off the elements. Also, using such a map when changing textures in Unity seems clumsy since for eg. if a user simply changes one wheel the map of the entire model would need to be loaded every time. Through my research I've found that apparently Maya has an option to bake out separate maps or one combined one, which is exactly what I would need. Not having Maya though, I haven't tested this.
Is there a workflow people are using for baking multiple uv textures for use in Unity? Any suggestions appreciated.
Answer by Pilot
Oct 12, 2011 at 03:48 PM
Huh, I found the answer to my own question!!
Here are the steps:
Done! Render to texture by material id !D
Thanks a bunch for this info! I desperately need this! Also if your model disappear for some reason after you press the Detach Button at step 13, just change the "Max IDs" to the material ids you have, for my case it was 2. Happy texturing! :D
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