I’m trying to figure out the best way to structure a 3D model of a playable character in Blender (and made for Unity).
For example, I have a feeling that I should separate the clothing, eyes, and hair from the body. Not separate as in pull apart, but separate as in identify/classify certain areas of the model. I don’t know how to do this but it seems useful. Saving a selection is one thing, but I was thinking more along the lines of each part being a different object (but still it’s all one model) if that makes sense? I just want to be able to select parts quickly and be able to pull them off while editing and then be able to put them back when I’m done.
I have more questions.
Do these classified areas of a model register in Unity as well so that I can select them independently there? My model is a human, so what are some general locations on the model that should be able to be selected independently? I plan to have textures for the mouth and eyebrows, but the eyes will be 3D. Lastly, is there a name for this process?
I appreciate any help.