Okay so this is my model: And here is an example of one texture and its uv's (edges are not visible, but you can see what is happening): The plaster parts are uv'd like this (filling the whole uvmap). The another textures uv's are also filling the whole uvmap or almost the whole.
Here you go steady http://blueprints.onnovanbraam.com/blueprints/cars/ http://www.smcars.net/ Im not really sure how to uvmap this, do i just uvmap the peices that needs texturing or do i texture the full mode, assign the colours and add refective shaders in max?
I'm working on a palm tree. Is the correct approach to have the trunk on one map (512x512?) and the leaf/leaves on another? I've seen a trick that utilizes a seamless trunk texture by overlaying segments of the uvmap, but does that mean that all segments of the trunk have to be equally spaced and perfectly square? Any…