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Polygon Material Painter - Sub Mesh Editor

Discussion in 'Assets and Asset Store' started by _geo__, Mar 20, 2023.

  1. _geo__


    Feb 26, 2014
    Links: Asset Store, Manual

    Create new sub meshes inside Unity for any model. Assign your materials with ease.

    ✔️ None-Destructive workflow
    ✔️ Skinned Mesh Support
    ✔️ Brush for high-poly meshes
    ✔️ Undo/Redo for selections
    ✔️ .OBJ Export
    ✔️ Full Source Code included!
    ✔️ Supports Unity 2020, 2021, 2022, ... LTS

    ⚠️ This is NOT a runtime system. It is EDITOR only.

    ✍️ Usage
    1) Open the tool via Tools > Polygon Material Painter > Start (or via the Tools bar).
    2) Select the object you want to paint on.
    3) Pick the triangles.
    4) Hit the "Assign" button.
    5) Done, you will now have a new .asset with the materials and sub-meshes.

    HINT 1:
    Select one single triangle and then hit the "Select Linked" button. It may already select everything you need.

    HINT 2:
    If you press S while selecting you can trigger "Select Linked". And if you press SHIFT + S you can deselect-linked.

    HINT 3:
    Reduce the brush size to 0 to select only one triangle at a time. Use SHIFT + MOUSE WHEEL to change the brush size.

    HINT 4:
    Hit the "Assign" button again on any materials to re-use your last selection.

    HINT 5:
    Hit Escape twice to quickly exit the tool.

    Hope you like it.
    Brian-Ryer and neptoonism like this.
  2. Brian-Ryer


    Mar 5, 2013
    Hi there _geo_
    I was just wondering if it would at all be possible to some how add a feature that if I apply materials with only color values to somehow bake that out as a single material/texture ID map, to create a ID map so then I could take it in to Mixer/Substance Painter and apply and tweak materials to the desired ID color whilst only using one material texture?

  3. _geo__


    Feb 26, 2014
    that's an interesting idea, though I fear it is a bit out of scope for this asset. I am sorry to say that currently I do not really have any plans to add this feature. Maybe if I find some time I'll try to take a look (no promises).

    However, if you want to give it a go yourself then you can take a look into the "AssignMaterial()" method in the "MeshModifier" class. After the "// Apply tris to mesh" section you could read the sub meshes and UVs and write colors to a texture (one color per sub mesh index). Then apply a dilation filter on it and you should have what you wanted.

    I hope that answeres you question :)