Zbootsboy opened this issue on Aug 16, 2002 ยท 7 posts
Crescent posted Fri, 16 August 2002 at 2:53 PM
Beforehand, make sure each piece of the object has its own material group. You can create materials in UVMapper, but it's probably easier to do it with your modelling program. This assumes that you know the basic keyboard/menu commands for UVMapper. (You can use the Help menu or go to uvmapper.com for more info.) 1) Load the object into UVMapper. 2) Hide all the materials except for one. Size that material as needed. 3) Hide that material and show the next material. Size accordingly. 4) Repeat until all materials are correctly sized. 5) Save the .obj file. It's best to save it under a new name, but it's up to you. 6) Show one material. 7) Save the texture map. Make sure that the Exclude Hidden Facets box is checked. (It's in the options that come up when you save the map. If I have the name slightly off, please correct me. I don't have UVMapper on hand right now.) 8) Hide that material, show the next material. 9) Lather, rinse, repeat. Lots of texture maps for one object can be annoying, so don't go nuts with it if you're going to distribute it. Make sure to use the newly saved object, not the original one. (The original one will not know what to use for textures.) Hope this is "boring" enough! ;-)