I doubt it would do running textures like that. It seems to carve the geometry where ever there is a tile edge then stack the geometry on the texture atlas. When all is said and done the script will have everything inside the 0-1 space, nothing will hang outside. For example, if you run it on a single poly that has a brick…
I saw the script in the past, but I'm still not quite sure what the advantage is. In the example I attached in my last post, you can see that I took the brick textures and ran them off the top and side edges. That way I can still tile those portions. Is the benefit of the script that you don't have to do that? That it…
If you haven't checked it out yet there is a very handy script for carving up tiling meshes and converting them to texture atlases. http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator As for the problem with AO, the 2nd UV channel seems to be a logical way forward if you have a lot of unique shadow details.…