Hello everyone. I'm extremely new to 3ds max so I plead that you just bear with me.
My object originally was made up of 19 separate editable meshes and had a multi/sub object material applied like so:
http://i.imgur.com/WKgyvUe.pnghttp://i.imgur.com/wjmtLff.png
I then attached the meshes all together to create a single object (necessary for the game I am exporting to). I used the "attach" command under edit geometry.
Next, I added a "Unwrap UVW" modifier to the object and loaded a previously baked/flattened mesh for this single mesh. It looks like this in the UVW editor:
http://i.imgur.com/iHbUECY.png
I then used render to texture to output a 1024x1024 texture that looks like:
http://i.imgur.com/M06LTGZ.png
This texture seems to match up correctly with what the flattened UV map looks like on my Unwrap UVW modifier.
I then select everything, create a bitmap (the texture I just rendered) linked to a standard material, and then "Assign to selection" however... it just makes the entire model whatever the diffuse color is. You can see here:
http://i.imgur.com/UOvNRMG.png
I'm having a very hard time understanding what i'm doing wrong. The UV map seems to match up with the bitmap-fed standard material I am applying to it, and yet I see nothing.
Does anyone have thoughts on what I am doing wrong?
Replies
For your question: Try to exit sub-object mode and apply the material then. Or select all faces and apply the material.
Thank you so much for the help by the way guys.