Judith on 26/2/2009 at 11:13
I'd suggest something more simple, then. Unique UV layout means flattening and separating faces, thus unique textures and normals - it's hard to get a decent quality of those by just painting them with photoshop or gimp into rendered UV template. Especially if you'd want to have control over your work. I'd suggest learning how to render to texture (not sure how its done in 5.1) or use external 3d app for painting. Still, isn't it a bit too much for a someone who just started learning 3dsmax?
Besides, if you're using stock meshes, not your own, it will be quicker if you just paint them in T3ed and save as a new skin. Sometimes it might look strange, but at least your progress isn't hindered by the whole lot of theory you need to memorize and then learn to apply :)
str8g8 on 2/3/2009 at 11:38
Quote:
My problem is that they are unwrapped.
(If that means that the texture or its alignment is lost.)
Unwrapped just means that their UVs are laid out in a logical way.
If they seem different then either the conversion process has lost the uv info (I don't think that's the case though)
... or you just have to apply the right material to the right part of the mesh for it to look right (which is more likely).
If this is the case, and you just want to combine several arches into one, the you shouldn't have to mess with the UV editor, you just need to apply the right materials to right parts of the mesh - remember you can apply materials directly to a poly selection in max.
Then you just need to clone the arch a couple of time, and combine the mesh into one, and maybe weld some of the verts at the edges.