Can I cheat at UV unwrapping the entire model by only unwrapping parts that have textures on them, while I scale the solids’ unwraps to a single point? And then use this on sketchfab or other sites?
I have a mesh made up of a lot of pieces that I want to upload to sketchfab. Not for printing.
It now needs to be textured, but unwrapping will get quite complex and more importantly, I probably need to bake the procedural textures to an image before I upload it. However, large parts of the mesh do not have textures, but are basically made from a solid colour PBR.
The way I recall Sketchfab uses a mesh’s material slots to assign materials and textures. I have made the materials in Blender satisfactorly realistic, and am wondering whether skipping unwrapping the solid parts of the mesh makes sense. Furthermore,large parts of the model are hidden from view (manifold meshes interlocking and covering each other up), so lot of UV space would go to waste. I don’t want to make a group of16 bit 8k textures - it would be an enormous file not to mention the time all the unwrapping would take. What can I do instead? Any shortcuts?