i have 2 ids on a multi-sub material for my character model (one id for the head and one for the body)..when i select the first channel (for the body) in texporter options and "pick object", its selects most of the uvs on the grid but there are a couple peices missing.
there is another problem as well..
when i select the second channel (for the head) in the options box and "pick object" it says the object has no texture coordinates on specified channel..this isnt true, because ive gone back to my model and re-checked all the material ids..heck, i even reset xform to see if that would alleviate the problem but im getting the same results..
i finally gave up and did the ghetto uv snapshot method, but the layout for painting is all jaggy and crappy...and as ive gone along painting the textures, it is very inaccurate for the detail im trying to push.
ive never had this problem before and im running up the wall trying to figure this out..any help would be appreciated.
Replies
Make sure you're not trying to get Texporter to render out bitmaps based on UV IDs, when in fact you have separate material IDs assigned.
If all else fails, you could select the mesh elements under one ID, "Detach" them, then do a full texport on those, and a full texport on the remaining mesh elements in the original object, then re-attach them after Texporting.
MoP
i tried what you suggested but i get the same problem..those same parts of the uv that were missing before are still missing.
i still cant get the second id channel to register however.