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UVW question

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us-michigan
When mapping each object, is there a way to see where the previous item was placed before exporting. I am trying to texture the wings right now and it's taking forever to get them the same scale and properly positioned. There aught to be a better way.
 
Do you know how to create "Layers" in your paint program? Photoshop, PSP, and GIMP all three support layers.

If you assign your .psd file to the Material, then you can see all your layers in GMax.

What I do is build up the raw mesh in layers, so I can "see" my previously mapped objects in the UVW Editor's window.

An easier way would be to export each object after it's UVW Mapped to an .md3 file, and use LithUnwrap v1.3 to read the .md3 file and generate a nice, clean mesh bitmap for you automatically.

You would "read" the first .md3 file, then "merge" the subsequent .md3 files so they will stack themselves in the scene. When convenient, simply do a UVW/Save to export a 24bit .BMP file, which may then be loaded up in Photoshop then copy/pasted to your master texture .psd file.
 
Ok, that will work better than what I was doing. I was hoping a for a way to see the bottom unwraps in the stack, but oh well. Thanks for the help.
 
The UVW Editor in GMax can display the mesh for only one object at a time, which is why I UVW Map the largest object for the texture first, export to .md3, Save as bitmap, then load the result into Photoshop...

...by stacking the mesh layers like this, then I can UVW Map the smaller objects, then scale and place them most efficiently in the UVW Editor... ;)
 
Got another easy one. In the SDK it says there is a limit of 1024x1024 for texture sizes. Is there a trick to get past that and use high def textures? Will it just take it?
 
FS9 has a limit of 1024x1024

FSX has a limit of 4096x4096, although 2048x2048 is more than enough! ;)
 
If you're using LithUnwrap, you just change the resolution when saving the UV map. Easy as pie.
 
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