
Wrote a lot on it, couldn't find many visible seams. THere are a few bits which are stretching and you could probably economise the uv map a bit since there are some places which aren't seen as much as others or could be covered up by an AO map.





Trying to Cut down. Sorry. When I attach Models It fcks it all up and when I try to use the Multi Unwrap tool it refuses to work in my Max.[R-DEV]Rhino wrote:nice load of wasted space...
Is there anyway I can Attach the objects and Not lose the UVs? There are 3 parts, As shown from pictures. The Ammo, the Base, and Body. Forgive me if that is a very stupid question. I tried google probably hundreds of times on that. Otherwise I'll just create copies of the UV Renders, use it as a "Texture" in the Unwrap UV Window. And place accordingly to what space is left over with help of PS.[R-DEV]Rhino wrote:dont use the multi UV tool, attach it all to one object.
If you plan on separating each bit in the future for export or w/e, just give each part a different material (each material can use the same textures etc) then when it comes to separating them just select the material ID and detach.
When I map the UVs, and then attach. The model that is the "base" of the attachment completly loses it's UVMaps. I even check the "Preserve UVs" box. Could it be cause they are on the same Texture Channel?[R-DEV]Rhino wrote:attaching an object to anouther object wont affect the UVs unless your max is super screwy...
For some reason it worked. All UVs are in the same box and it seems ok. I need to reinstall 3ds max or something. I thought Max 9 had an issue like this?[R-DEV]Rhino wrote:no.
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So what should have I done? Just try and re-install and do it again? I lost the UVs for the Stand but that's easy to do and No harm done to the main body or Ammo. As long as it works we're good right?[R-DEV]Rhino wrote:no.
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