This is part 2 of the turtorials on how to use my modular blends found at Blendswap (http://www.blendswap.com/user/Daniel74/blends)
First of all I have to say that this might not be the best way to do it, but it's a way that works at least.
I wont write all the details on how to handle Unity since that's covered in so many other places.
So this is how I do it:
- Create a folder in the Unity 3D project that's called <Project>/Assets/Objects
- Put all the exported FBX-files in that folder. A material folder will be created automatically in Unity. (Image 1 & Image 2)
- Create a folder called <Project>/Assets/Prefab (Image 3)
- Create a folder called <Project>/Assets/Texture
- Copy all the textures needed into this folder. I'm not sure how it will work when the textures are part of the blend-file as is required on Blendswap. When I do this I have the texture files not being packed with the blend-file. (Image 4)
- In unity go through all the objects and set the scale factor to 1 (Not sure why it's defaulted at 0.01!). Also check Generate Colliders so that it's not possible to walk through the objects when running the scene. (Image 5)
- Create prefabs of the objects.
- Place the prefab in the scene.
- Select the prefab in the scene and open it up by clicking on the down arrow. (Image 6)
- Select the subobject that you want to change.
- If you want to hide the subobject then click on the little checkbox left of the name in the inspector. (Image 7)
- If you want to change the material then drag and drop one of the existing materials onto the one already attached to the subobject. It's also possible to create a new material and use that instead. (Image 7)