Yes, the UV mapping is saved (unless you turn it off in the save dialog box).
To be able to save the individual texture map templates, do the following sequence:
1) Select ALL (Edit, Select, ALL or Ctrl-A)
2) Hide the faces (press the '[' key)
3) Select ONE material (Edit, Select, By Material or Ctrl-M)
4) Unhide the faces for that material (press the ']' key)
5) Go to File, Save Texture Map. Check the "Exlude Hidden Facets" box. Save the texture map template.
Then repeat steps 1-6 for all the texture maps. Oh, and if you haven't already, go to the Help menu and select the "Hot Keys" selection. There are quite a number of things that are only accessible via hot keys (like the hide-unhide facet function).
One final note: UVMapper does not create the Material Library for the Object file. As a result, the texture map names are not saved with the OBJ file. There are {edit}2 ways around this.
1) {edit} This was an invalid method
2) Once back in TS, select any face for a particular texture map and "Paint Over Material" with the proper texture map (worst way)
3) Open the OBJ file up with a text editor (notepad, etc.). Add a line that looks like this after the header info (the lines that start with the "#" sign):
mtllib SomeFileName.mtl
Then create a text file with the name used on the line above (SomeFileName.mtl). In the file there should be a definition for each material used. The format looks like this:
newmtl Front
Ka 0.0164706 0.133412 0.168
Kd 0.043573 0.352941 0.444444
Ks 0.0294118 0.238235 0.3
illum 2
Ns 8
map_Kd Front.bmp
In the above example, the Material name in UVMapper was Front. The texture map template saved was alled Front.bmp. The rest of the info deals with reflections, transparency, etc. and you can just use what I have above and then change it as desired in TS if it doesn't suite your needs.
[This message has been edited by Eth (edited 08-09-2001).]