Hi guys. Lets see if i can describe my problem in the right way.
I am modelling a simple mech in Blender, i already have the low poly finished, i plan to texture it on substance painter and export to unreal engine.
I want the upper body to be a separated mesh from the lower body, so i can make the rotation of the upper body in unreal engine in an easy way just rotating the whole mesh instead using an animation (i will include a skeleton anyways but probably it wont have much use). Same for other parts of the mesh, like the side arms.
Now, im not sure how to proceed in blender. I want to separate the whole mesh in several pieces because i want to bake normals in substance painter and ambient oclussion in each piece (so there are not errors of ray cast and weird things).
I dont know if there is a way to do the exact thing but instead of separated pieces, with separated geometry (so you have only one mesh but divided in pieces). Because that will be great, the problem is, those “pieces” need to be named so i can bake em in substance painter… thats why i need to separate em in different meshes.
Also, uvs. Should i pack all the uvs of all meshes into one single uv map? or have an uv map for each main part of the model? i want to optimize texel density but i dont want to have a dozens of uvs… im not sure how to proceed about this.
I have a lot of doubts, a little help would be really appreciated. Some of you who have experience in these 3 programs managing hard surface models could have nice tips for all this.
Thanks in advance.