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Question by XenonSpher · Jan 20, 2016 at 01:01 PM · texturemesh3dsmaxcompressiontexture map

how to compressed meshes into 1 mesh without destroying texture.

I have this house with multiple mesh and those multiple mesh has multiple texture. I use Cinema 4D to connect and delete meshes into 1, but the problem is the outcome is a house with 1 colored texture.

I'm doing this because having multiple meshes in to 1 house is a memory problem, I need a lot of houses actually and just duplicating about 6 houses makes the game lag.

So a solution to the lag problem because of memory problem while still using those multiple meshes house could also be considered as an answer. Please and thank you.

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avatar image IgorAherne · Jan 20, 2016 at 01:08 PM 0
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research into unity's Sub$$anonymous$$esh & Level of Detail (LOD)

avatar image VildNinja · Jan 20, 2016 at 01:25 PM 0
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Could you combine all textures needed for the house into one? If you can render the entire house using one material only, it will be faster.

avatar image XenonSpher · Jan 20, 2016 at 02:55 PM 0
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by the way this house can be entered inside, which makes UV mapping a bit "?"

avatar image VildNinja XenonSpher · Jan 20, 2016 at 11:05 PM 0
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You could start by disabling the inside unless the player is about to enter the house. But no, as long as your UV maps are setup properly both inside and outside, combining the two textures should not be difficult. I do however not know anything about how Cinema 4D works.

avatar image XenonSpher · Jan 21, 2016 at 02:07 AM 0
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I found something useful, its from the Asset Store its called $$anonymous$$esh Baker, the only problem is I kinda need the payed version because the free one doesn't allow to bake with different shaders... only diffuse and bumped diffuse, so I tried changing the shaders to only diffuse/bumped diffuse but what it did is also change the colors of each texture. so no, not a solution.

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