3dsmax texture/uvmap

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2 comments, last by Kaze 19 years ago
on 3ds max i can put 2 textures on one object but for organic looking things i find its pretty useless unless i can have 2 uv maps, how would i do this, that or anything nicer than having a cut up copy of the object hovering .000000001 units above it, if possible som way i can have one object but be able to divide it up into parts that can be texrures independantly without actually breaking up the object
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If you uv-unwrap your object well you probably only need one texture.
Why do you need two textures?

If you really HAVE TO use two materials, you need to use multisub materials
assined to different material ids (you set these id's in editmesh or editpoly at face or poly level)

You can also set the uv channel in a material and uvmaping modifiers.

read the help in max!


multi-sub mentoned earlier will allow you to select multiple textures for different polygonal areas of your solid mesh. It's very simple to do. there are tuts on it. Unwrap may save you some loading time though since it's only one texture.
thanks, i got the multisub texture uv map to work,
since the game im working on uses prerenderd graphics the load time of having a few extra textures dosent really matter

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