"crocobaura;c-17984483" wrote:
"DaWaterRat;c-17984392" wrote:
While it would be cool to have item swatches by parts, it would take a complete overhaul of the item mapping to do it, not to mention having some way to select the different swatches separately. It's a major undertaking. Not saying it can't be done, but it would require a lot of work and would doubtless break tons of cc as well.
In TS2 the mesh was divided into subsets, that were imported separately in the package and each had it's own swatch options, material settings and other attributes. They don't need to remap everything, just separate the maps. I'm not saying they should do this for all objects, but for those where it's most needed, kitchen counters, beds, chairs with cushions.
True. I forgot about just making the areas different material zones. But even that, depending on the construction of the mesh and how the UV map is drawn, can be a bit of a hassle. I remember one outfit I had for Genesis 1 in Daz Studio that the piping was weirdly mapped, so I couldn't make it into its own material zone separate from the rest of the dress without going in and completely re-drawing the UV map for the dress. And I stink at UV mapping, so I may be exaggerating how much of a hassle it would be.
And yes, I'm talking CG art assets rather than Game assets, but the basic principles of creating and mapping 3D assets isn't that different, just the level of details involved.