Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Zylann | |
Old Version | Published before Godot 3 was released. |
I am learning modeling in Blender and I have come to a point I wonder how to have multiple materials on the same animated model.
The question: what is the best way to organize the different parts of an animated, textured model in Blender for use un Godot later on?
I currently have two choices:
- Have multiple meshes in Blender, each with one material, shared or not. This works fine, and in Godot I can see the materials (although their names are numbers Oo). However at the moment I don’t know how to share the same uv-map for the same model and the only way I found so far is to join all my objects into one big mesh.
Which leads me to option 2.
- Have a single mesh with face groups having different materials but a shared uv-map, so I can have a single texture for the whole model. It would take a slightly different path to animate it though, like delimiting bone weights manually. I never tested this option yet, given how “destructive” it is compared to 1), I have to apply modifiers which makes it tedious to change things afterwards.
Now, it looks like half concerns Blender itself, but also Godot because I don’t know how well it handles multi-materials, or which structure it works better with.
FYI, I am doing this thing: