Hi All,
This isn't the easiest thing to explain, but I'll try to be as clear as possible.
I recently decompiled a Source model and when looking at the UVW unwrap in 3DsMax I noticed something I havent seen before, and can't figure out how to achieve.
Basically the model contained 3 copied/instanced (i.e. identical) elements each made from (lets say) 50 polygons. Now if I were to make/unwrap this object I would get a total of 150 polys in my UWV space, 50 for each element. I could overlay these on top of each other, but in the end there would still be 150 polys in my UVW space.
However in this model that wasn't the case, each of the 3 identical elements was being textured by the same set of 50 polygons. So if in the viewport you selected a corresponding poly on any of the 3 elements, you would be selecting the
same poly in UVW space.
Its like the uvw for each element had been instanced somehow, or to put it more another way; as if the 3 sets of 50 polys have been overlaid one on top of the other and the "glued" or "fused" together, so that only one set of 50 polys remains (which seems to be closer to what is happening)
I can use the break command to separate the polys to get back to the normal 3 sets of 50, but I can't figure out how to do the reverse, i.e. sticking them together in the first place.
I hope this is clear enough, any ideas?
Thanks in advance.
Replies
I realize doing what I am asking isn't essential, I just thought it a handy little technique to employ sometimes, apparaently it's not as "easy" as I'd assumed...