Using Polygon group editor to reduce materials (SOLVED)
wizardious
Posts: 0
Hi
I am having trouble understanding how to properly reduce the amount of materials on a daz figure, for use in Unity. I create a new surface (eg. Character skin), and assign other surfaces to this one. However, when I do this, my figure turns grey. If I export it as .fbx to Unity, it does have one material, but loses uv assignments. When I attach the texture atlas image,(that I Captured before surface assignment), it just appears all over.
Any help would be appreciated.
Thanks
Update: I came across this tutorial that solved the problem, and also goes over the entire process of bringing genesis into unity.
http://www.digitech-innovations.com/forum/?p=319
Polygon_group_editor2.jpg
1024 x 768 - 487K
Polygon_group_editor.jpg
1024 x 768 - 233K
Post edited by wizardious on
Comments
Use texture atlas instead. It's two click
Yes, use Texture Atlas. It will allow you to combine a figure with its entire outfit and hair all into a single map. If you have Decimator too you can use it to reduce the model's resolution too.
Hi,
I am facing the exact same problem as the original poster. But the link that he posted with solution (http://www.digitech-innovations.com/forum/?p=319) is no longer online.
Can someone guide me to how I can reduce the number of polygon groups using the Polygon Group Editor? (I have a shirt with 4 surfaces, they all reference the same texture, I just want to make that 1 surface for the shirt and therefore 1 drawcall/material in Unity or UE4).
Link resurrected (hopefully) here:
https://web.archive.org/web/20130607031220/http://www.digitech-innovations.com/forum/?p=319
I gave this all up and moved on after my laptop was stolen and i did not back up my files :(
but here is a small ispirational video for you. Good luck, and back up your work!
https://www.youtube.com/watch?v=cbzWhuNllDM