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Optimizer script creates Multisub redundancies

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  • Optimizer script creates Multisub redundancies

    Our workflow often has us using a multi sub object material for buildings and props. This script seems to have an issue with MSO materials and duplicates the material for each object with it applied. Once in the Unreal Engine, all of those objects have a redundant use and copy of whichever material was applied to it. Such as in max "Wall_001" and "Wall_002" mesh with the same multisub applied and same multisub number "4" for example will end up having each an unique instance of their respective materials in unreal.

    Just a heads up and something to be fixed!

  • #2
    Oh and also! Would it be possible to detect when a crop is used in the bitmap, often I will create a color pallet bitmap, with all the paint swatches in one image and use crop for each separate instance of the paint material. Detect the crop, and only "bake" or "apply" what is cropped?

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