is your object unwrapped and non overlapping uv's?
Hello guys, looking for a solution of my problem - I have pretty slow solution now and can not find anything faster.
In Max I have few objects each has its own texture (material) I wanna connect all textures together into one big texture, but if I do this, I lose my uvw coordinates as the position of the objects small texture is gonna be for example in right top corner of the big (one and only) texture. So I just move the uvw until it hits the right spot on the big texture, but I do this by guess and it takes time. Is there any fast way to keep uvw coordinates in the right place?
Thanks a lot for any tips. :)
is your object unwrapped and non overlapping uv's?
Duplicate your mesh so you have the original and a separate mesh we will refer to ass gameready.
gameready model - combine all objects together and then repack the uv's to the 0-1 space. This way nothing is overlapping. you can remove the material at this point it doesn't matter.
bake your 'original' textures onto your 'gameready' model and it will bake all the textures to the new uv's.
look online for baking methods pertaining to what channels you need.
Thank you after a while searching I found what I need to do - but it is an external program in this tut ( https://www.youtube.com/watch?v=QkWsRpJv_r4 ) - if someone knows how to do it inside 3DS MAX please tell me or post link to a tutorial.
Thanks a lot :)
https://youtu.be/Xi467BO_-JY
Thank you! :) It worked
Great, glad to hear :)
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