Hi, I’m using an asset pack from the marketplace which has a vehicle mesh, the vehicle has a certain colour scheme of around 10 or so colours forming a “skin” or paint job on the vehicle. It looks like the default material references only one texture, which is a master texture atlas used throughout the rest of the pack. The atlas has blocks of colour regions and the mesh UVs are mapped onto those colours.
I want to edit those colours or create several different variants / skins for that mesh. This asset setup is a bit different to having different material slots for each colour region, which I’ve used before and makes editing the colours very easy. I figured out one can use the UV editor tool to move the UV nodes around the texture atlas and change the colours that way. However this is extremely fiddly to figure out which UV vertex correspond to which colour on a huge texture and drag them around. Also to save all these edited UV meshes separately doesn’t seem efficient. I’m wondering if there’s an easier way with this type of asset setup? Is there a better way to extract the different colours, and perhaps expose them as material instance parameters so they can be changed easily per instance?
Sorry if this is a daft question, I’m coming at this from a programmer’s POV so I don’t have much experience with art asset pipelines, and I don’t have access to the source art assets. Thanks!