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Forum: All Forums : General Gaming Topics
Category: General Modeling
General chat about modeling and animation.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Merge UV maps , how to?
xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
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Level 4
Category: General Modeling
Posted: Tuesday, Sep. 7, 2010 07:52 am
Dear internet users and fellow modders,

I would like to know how to merge multiple UV maps into one UV map on a preferred basic way in 3dmax. I've modelled multiple houses and other props and since i'm more of a beginner for modelling terms i wanted to start simply just to see if I am capable of modelling and thats why i used multiple UV maps in a model. Now I am ready with the modelling stage , i would like to port it to for example Call of duty or UDK , but to have 12 UV maps for a cauldron filled with skulls is a bit heavy to port to games like COD 5[ohwell] ( material limits , +12 materials for one cauldron would be crazy )

Thanks for reading and I hope someone could explain or show me by for example pictures how this can be done.

[wave]


edited on Sep. 7, 2010 11:00 am by xholyx
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xfckup
General Member
Since: Mar 4, 2005
Posts: 80
Last: May 9, 2016
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Level 3
Category: General Modeling
Posted: Tuesday, Sep. 7, 2010 09:01 am
just merge the objects into one polymesh, by selecting one model to start with, then attaching the other objects; each subelement will retain its uv coordinates, you will have to re-puzzle your uv-layout again to make it fit on one skin...then you can use one material for the polymesh...but sometimes its better to keep subobjects with different surface paramters separate objects; lets say you`d want to have a ironmaterial for the cauldron, and another one on the skulls, so that the impacts from guns look and sound right...

edited on Sep. 7, 2010 12:01 pm by xfckup
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
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Level 4
Category: General Modeling
Posted: Tuesday, Sep. 7, 2010 09:22 am
xfckup writes...
Quote:
just merge the objects into one polymesh, by selecting one model to start with, then attaching the other objects; each subelement will retain its uv coordinates, you will have to re-puzzle your uv-layout again to make it fit on one skin...then you can use one material for the polymesh...but sometimes its better to keep subobjects with different surface paramters separate objects; lets say you`d want to have a ironmaterial for the cauldron, and another one on the skulls, so that the impacts from guns look and sound right...

edited on Sep. 7, 2010 12:01 pm by xfckup


Thanks for the information [thumbs_up]

Like you said , its better to have indeed different materials for the skulls + cauldron , i think ill leave it to 3 materials!

I'll try to experiment with your method and will report if it works!
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