It's also possible to offset the UVs by one unit in the UVs setting of the Array modifier: Same applies when using the mirror modifier. For instances/duplicates, UVWarp modifier can be used to offset UVs.
Two alternative ways to what Pior shared: The Skin modifier. This has the advantage of forking Curves with a 'SphereCapCurve' modifier (can be found online, but I can send it if you DM me)
Hey Guys, A thing I do manualy when i have objects that will be symmetrical (mirrored uvs) is delete half of it and uv it. After is just a matter of mirroring the object and offseting the uvs to the right in the unwrap window. I wanted to automate this, so i made this script: (macros.run "Modifiers" "Mirror"subobjectLevel…
Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…
Try applying a normal modifier, then another normal modifier (not sure which version of max you're using but in 2014 i have this fucked up issue where if i uncheck "flip normals" in the normal modifier, the modifier doesn't actually reset the normals, so i have to apply two modifiers so it flips the normals twice... it's…
Simply select all of the instances before applying the Bend modifier. You'll then get that thick bar in the modifier stack indicating that modifier encompasses multiple objects, but you can select the Edit Poly modifier below it to alter the single piece. Alternatively, put all the objects in a Group before applying the…