Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

Polygon Material Painter - Sub Mesh Editor

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

  1. _geo__

    _geo__

    Joined:
    Feb 26, 2014
    Posts:
    870
    Links: Asset Store, Manual

    Create new sub meshes inside Unity for any model. Assign your materials with ease.
    CoverImage_1950x1300.png



    ✔️ 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

    Brian-Ryer

    Joined:
    Mar 5, 2013
    Posts:
    43
    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?

    Cheers.
     
  3. _geo__

    _geo__

    Joined:
    Feb 26, 2014
    Posts:
    870
    Hi,
    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 :)