Hmm.. Ok, that could be a problem, if that is how xnormal and shader work. I planned to make a cabinet, as a single unit, not several pieced, so.. open back, three glass panes, the base and supports, and the "only" part that needs to be normal mapped is the "display shelf". Only, I do need to uvmap the parts, because I need to apply a texture to the shelf for the stuff on it, and the normal map, but the rest of it.. well, I might distress the case a bit, or something, which might need one, it is a post apoc world its going to go into, but for the most part, its going to be 3 textures, so 3 uvmaps. Making it three different objects might, or might not, add LE (though, I can make parts be "no shape" in world, so in principle cut the LE, by removing the physics requirement, but... Like I said, going to have to play with it. I mean, if it lets you select the parts that need to be mapped from one to the other, then great. I would guess that is the case, which is to say, hope to hell that it is. lol
Hmm. Yeah, as usual, over thinking. Should be able to just do a box, one of which has all the bits one it I want to translate across, then just "keep" the part that has the side I want on it, to be dropped onto the real object in world. In theory. lol
Hmm. Yeah, as usual, over thinking. Should be able to just do a box, one of which has all the bits one it I want to translate across, then just "keep" the part that has the side I want on it, to be dropped onto the real object in world. In theory. lol