Originally posted by General Kazooie
What do you mean by regular? I´m really interested to learn anything I can about UVmapping, since it seems everyday I´ve got to do more of it... I´ve done UVmapping mostly by selecting faces and applying a uvmap modifier( in most cases planar) and then doing the same for all the other polys...
this is what I do in lithunwrap. There are other unwrapers which do almost the same, and I know that max has one internal. If you want lithunwrap, follow karajoma's instruction above.
1- create the desired texture in photoshop out of all the smaller textures and load the model in lithunwrap
2-create a new lith material and assign the new texture to it
3-for each original material, I select all the uvs and assign em to the new material
4-each time I do so, I scale the uvs by the same scale of the original texture compared to the new one. I mean that if the original texture is 1/4 of the new texture, I scale the corresponding uvs to 25%, then I move them in the correct position (either manually or automatically, depending by the situation)
5-I continue until all the faces are assigned to the new material, then I delete the old ones, save, save a backup, save a second backup:p, load the model in tuespace and make the smoothgroups.
Note about smoothgroups: I can't remember now if ts see as different materials the different lith materials, in that case it'd be easyer in lith to make many materials (one for each group) with the same new texture. Elseway you'd have to make many materials anyway, but before saving substitute from each material the texture with a solid colour or with some casual textures: this way, when you load the model in TS, you won't have to select manually the various faces to create the smoothgroup
Of course, baking textures in max is faster, if you can do it, and all of this procedure is faster and has a sense if you can make some regular subdivision of space (like a single 1024x1024 out of 4 512x512, or 1 1024x512 out of 8 256x256 or something like that)