Export the textures into the asset folder.Bake the mesh maps, using the hi-poly FBX under high definition meshes. Open Substance Painter, import the low-poly FBX (or open your existing SSP file and update the project configuration).The exported file should be in the src~ folder, suffixed with - Hipoly. Export the selected items as FBX again, this time with Apply Modifiers enabled, if available with the low-poly category hidden and the hi-poly category visible.The exported file should be in the asset folder, not in src~. With the items selected, export to FBX, and be sure to check Limit to: Selected Objects and uncheck Apply Modifers under Geometry. If the file has separate categories for low-poly and high-poly, hide the hi-poly category.Since they all use the same material, UV-unwrap them all together. Select the low-poly items of the category you're going to export.If it's an asset that doesn't exist in pinball-parts yet, contact vbousquet or create a pull request in his repo to add it there as well. Update or add the Blender file with the asset.With that out of the way, here is a typical workflow for adding or updating items. If a Blender file has complex geometry that is baked down that cannot be implemented purely with modifiers, there will be additional categories with low-poly and hi-poly meshes.There may be several materials because there are meshes with multiple material slots, but one material type is applied to all the items in the FBX with that material type. Items of an FBX file all share the same material.The different exports are grouped by categories in the Blender file. For example, Plastic Posts.blend exports to Plastic Posts and Plastic Spacers. One Blender file may result in multiple exports.How to add or update items can vary depending on the asset, and will be specified in the next section. The resulting textures are kept in the same folder as the meshes, along with the Unity material and prefab. Most of the materials have been created in Substance Painter, which we also use for baking the normal map as well as a thickness map where needed. However, sometimes, there are more complicated differences like screw threads, in which case we keep two versions (low-poly and hi-poly) in the Blender file, and toggle each version when exporting. In order to export to FBX, we export without modifiers, another time with modifiers applied to a hi-poly FBX, and bake the hi-poly geometry into the normal map. Most of the Blender files have low-poly geometry which is then enhanced with modifiers, typically bevels. For Unity, we're exporting the Blender files to FBX files, typically into even smaller chunks, to avoid having too much overhead. They are, however, not what ends up being imported into Unity. These Blender files are our "source of truth", and are located in the src~ folder in each directory of the assets. However, since we also bake down details into normals, we don't use pinball-parts' original files, but our own. To facilitate this, we're splitting the library items the same way, so you'll find the same Blender files in this repo. We're trying to be in sync with vbousquet's pinball-parts repo.
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