Hi everyone. I have a second UV channel for each object in my scene for light mapping. I'd like to combine all the second UV channels for each object into one UV Map to lightmap my whole scene. I know Maya has better options to copy UV channels within the UV Texture Editor, but what is the best way to get different objects…
No, I didn't even think about that. I'm still getting use to modifiers inside of Max. I didn't think to add a single modifier to all objects at one time. If I already have saved UVs for all my objects, I'm assuming I can just load them all into the UV unwrap modifier that contains the whole scene?
Nope, it's going to make a mess. Load the UV's for each individual mesh first, then select them all and apply Unwrap UVW, then switch the channel to 2, hit reset and you're good to go. It can be helpful in this case to move and separate the UV's on each individual mesh so they won't stack when combined. You can also assign…
Really good information, thank you. Does Max have a layout feature to uniformly layout your uvs like Maya? This way once I select all the meshes I can lay them out in 0/1 in one shot without needing to place all the shells by hand? [/B][/B]QUOTE=Mark Dygert;1355196]Nope, it's going to make a mess. Load the UV's for each…