Wow, that's pretty confusing. I don't understand why you have to detach the meshes? You don't need multiple UV channels unless you're combining two maps in a single material, and each requires a different UV layout. A good example is lightmapping (see Pior's example at the bottom here) where the color map uses a UV channel…
thanks mazvix! that works! :) I did want multiple uvs, because I have multiple maps. I figured this was the best way to do that (?). If I understand correctly from the example, pior had 1 object with each polygon being uv-d twice. so same polygon - 2 uv coordinates (right?). Where as I have 1 model, each poly with 1 set of…
Not really. The Multi/Sub-Object material is so you can apply multiple different materials to a single model. All those sub-materials can still use the same UV channel 1. One reason to use a M/SO is to make the hair with a material that has opacity, while the rest of the body doesn't have opacity, because opacity is…