Hi! So I've been searching for an answer a couple of days but somehow I couldn't google it so I really need your help.
I have a character in 3ds max and I want to unwrap it separately (head and neck, body, hands, legs - I don't want to detach pieces) and I don't want them to be on one UV because of quality loss. So, how can I put them on different UV "layouts", if it's called. I was creating different material IDs and was trying uv sets but it seems those didn't work and I am really confused now about this. It would be really great if you could write down an answer in detailed steps, because I really don't understand how it's going.
I am looking forward to your answers!
P.M.
http://www.3dtotal.com/index_tutorial_detailed.php?id=1822&catDisplay=1&roPos=1&page=2#.U_EMhfl_t8E
There is a tutorial but it doesn't explain it. You can see the last picture of the page. You see those hands and body parts separated. That's what I am talking about.
Replies
You move UVs outside of the space of 0-1 like we do in games, and all pieces in the grid are using different texture files, but still one material.
http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm
It's not really supported in many realtime engines, and, more importantly, not supported in xNormal, making baking a bit of a pain. You can do it in MARI or Mudbox, though, and Zbrush has support as well.
FelixL : Thanks. This is what I was looking for, but as you mentioned, it is not really supported, because I want to export the character to Unity 3D and I am not sure, if it is working with this engine.