Hi Spine Team,
What's the recommended workflow for working with, and continually updating, the non-albedo maps of a Spine character?
Right now I'm going:
- Paint character in Photoshop.
- Export to Spine, animate, pack & export.
- Open exported packed texture map of character in Photoshop and paint over for my non-albedo maps.
- Bring it all into game engine.
And that's fine, except when I need add an extra slot or an extra skin, then the exported texture map understandably lays the images out in a different way in the packed texture. I say understandably because clearly Spine's gotta figure out the most efficient way of packing images and the new images change the flow.
But then I have to do a lot of Step 3 again to update the emission map to match. Not the painting over part, but still plenty of rotating groups of layers and making sure it all lines up properly again.
Is there a feature already in Spine that helps with this?