sw00000p (5/28/2016)
Dream Cutter (5/27/2016)
With the objective of importing a modeled vehicle wth pivotable parts...Pivot-able parts = Sub Props...
So how do you import a grouped, non-rigged 3d model with texture, bump and specular intact?
First.... You must understand that "Something GROUPED" and "Poly Groups" are two totally different things.
• Groups are "Separate pieces" bound to a group.
• Poly Groups are "Polygon Groups on a mesh."
You can NOT create "Pivot - able parts" on a ONE PICE MESH.... using "Poly Groups."For pivot-able parts....External software.....(Break the mesh apart)
.... LINK the various vehicle parts together.
Example:
Select one of your "Poly Groups" and Detach it to an element. (It's now a separate piece).
Repeat for ALL "Poly Groups"...POOF!
Texturing a Single Mesh with multiple textures Requires a....(Multi Sub Object Material)
The "Poly groups" provide material id's.
• Textures are placed according to mat id's.
Now, ALL textures show up as desired!:)Kind Regards,
sw00000p
:cool: Thanks Swoop. I do have seperate groups - at least they are in the UV tool. Perhaps I misnomered or such. What I have is a sperate UV island and mesh group, unwelded. I supose thats more akin to zbrush subtools, merged. Not a zb polygroup, The using Ultimate Unwrap 3d I can convert materials to groups and vice versa and export s obj welded or unwelded, same w/ fbx but it doenst seem that IC 3DX likes to detect the groups. Should I export each group sperate fbx and merge in 3DX so that its materials import intact? A tedious work around is to import fbx, save each material , then the obg and load the saved material to each zone.
Stay inspired.