Materials
Use material instances to change appearance while retaining the mesh and its fitting setup.
Create a variant#
- Duplicate the assigned
MI_into your own folder. - Keep its parent and change the exposed texture or appearance parameters.
- Assign the instance to the correct component slot with Set Material.
- Compare the result under the same lighting and during animation.
Preserve material slot order, especially on equipment with fabric, metal, trim or fur sections. Changing a shared parent affects every instance using it.
Textures and atlases#
| Suffix | Content |
|---|---|
_ |
Base color/diffuse |
_ |
Normal |
_ |
R: ambient occlusion; G: roughness; B: metallic |
_ |
Alpha/opacity where supplied |
Equipment instances and textures are shared under Common/Equipment. Some atlases serve several designs, whose UVs occupy different atlas regions. Keep this relationship when replacing maps.
The detailed catalog counts an atlas for every design using it. Pack and Absolute totals deduplicate actual resources. See Performance for geometry reuse and texture limits.
