I am back to texturing some old assets. I know I want to take them into UE3 soon, and so on most of them, when I was laying out the UVs I took any overlapping parts and sent them out +1 +2 ... along the U or V; anything to keep them from overlapping. Some things, like little rivets, I have had as many as 20 overlapping instances.
So here's the bulk of my question/problem. Mudbox.
When I bring the model into Mudbox to paint the texture over, it wants to recognizes each U tile as a separate texture. It tells me I can hover over geometry, and press the UP key, to select -which- U tile I want to paint on, but I don't want to paint on anything but the MAIN one.
How can I just nuke all these others, ignoring them for now, until I get back into MAX/UE3.
The problem this creates is when I export a texture, and give it a name then it appends my file names with "name-1","name-2",etc... And I can't export PSD's without crashing. I have to collapse ALL my layers and export as anything other than a PSD. It's a real headache.
I suppose the other thing I could do is go into MAX, put on a new UVWUnwrap on top, and delete all the excess crap outside the 0,0 UV space; export, paint, bring it BACK in, and then delete the top most modifier. That is, if I can't find a way to nuke/ignore all the extra chunks in Mudbox.
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There's no need to bring it back into Max since all you are after is the textures made in Mudbox.