03-21-2019, 05:43 PM
(This post was last modified: 03-21-2019, 05:44 PM by digitaldavinci.)
Well this UVmapping learning curve was worth it in all aspects.
I wanted to produce 3 things:
1: Get a wings3d obj into Unity without a mesh. Accomplished.
2: Get a Wings3d object with multiple UVmeshes into Unity. Accomplished.
3: Get multiple wings3d object with one UVmesh. Accomplished. Still needs work in Unity though. I chose Amplify Shader and this allows very professional displays. With Wings and ASE I can create models and effects like what the big production houses do! VIOLA'
The Wings3d mesh that has projected normals seems to be the answer.
I also found that this process circumvents the 'last material used' problem in wings3d.
But of the 3 things here that are no doubt useful in any number of different scenarios. The idea was to nail down the 3 ways...
Because YOU CAN MIX OR MATCH AND REALLY GET SCREWED UP RESULTS that will not allow you to perform valid operations.
I press on with the UVmesh knowledge under my belt.
Wings3d kicks butt. The shear flexibility is mind blowing.
I wanted to produce 3 things:
1: Get a wings3d obj into Unity without a mesh. Accomplished.
2: Get a Wings3d object with multiple UVmeshes into Unity. Accomplished.
3: Get multiple wings3d object with one UVmesh. Accomplished. Still needs work in Unity though. I chose Amplify Shader and this allows very professional displays. With Wings and ASE I can create models and effects like what the big production houses do! VIOLA'
The Wings3d mesh that has projected normals seems to be the answer.
I also found that this process circumvents the 'last material used' problem in wings3d.
But of the 3 things here that are no doubt useful in any number of different scenarios. The idea was to nail down the 3 ways...
Because YOU CAN MIX OR MATCH AND REALLY GET SCREWED UP RESULTS that will not allow you to perform valid operations.
I press on with the UVmesh knowledge under my belt.
Wings3d kicks butt. The shear flexibility is mind blowing.