like I said I usually combine them though in most cases you have to detach them once you imported it back and layouted it finally. Maybe give it a try - there is always a way of creating some scripts otherwise to automate the workflow (detach objects from imported Headus OBJ).
just as a general inspiration to solve unique texture tasks: Camera mapping: http://www.cgarchitect.com/resources/tutorials/misc/tutorial2.asp it can also be nice to blend or bridge seams in texture maps without the need of BodyPaint 3d, Mudbox or Photoshop CS4 Pro. I want to write a script that simplifies that process…
maxscript, like I mentioned I wrote a simple script that detaches and attaches faces/verts of the imported mesh back to 1 instance. It requires some user input but it saved me time on this project: http://mmvr-des.burg-halle.de/blogs/klimawandel/wp-content/uploads/2008/04/market.jpg it had lots of different objects to be…
I use headus a lot myself as well. The way I always did things was: - export several objects that need to share the same texture later as 1 OBJ file (sometimes up to 30 objects) - load it into Headus, get some coffee and spend to time on unwrapping all of them - in Uvlayout I group objects roughly together but I dont do…
Thanks for your answers guys. @Vig Was thinking about the first method you describe and as far as I can tell it would work great with big, semi-repetitive levels where it would be faster to create 3-5 textures and then produce lets say 20-40 overlaying textures which would then break up the repetition. Will have to try to…