- Sun Oct 30, 2011 9:01 pm
#348545
I've just started playing with Mudbox for texturing and want to start using multiple UV tiles as a way to get higher res in some textures. I'm not sure how you would use these in Maxwell though.
There's a link from Neil Blevins showing a way to use them in Max using composite maps
http://www.neilblevins.com/cg_education ... _tiles.htm
How can I do this in Maxwell? The only way I can think of is to split the model into different Material ID's and assign different materials (copies of one material with different maps) to each section, but is that the right/only way?
It seems less than ideal because it means multiplying all the variables that need to be adjusted and multiplying all the potential areas of making mistakes
/b
There's a link from Neil Blevins showing a way to use them in Max using composite maps
http://www.neilblevins.com/cg_education ... _tiles.htm
How can I do this in Maxwell? The only way I can think of is to split the model into different Material ID's and assign different materials (copies of one material with different maps) to each section, but is that the right/only way?
It seems less than ideal because it means multiplying all the variables that need to be adjusted and multiplying all the potential areas of making mistakes

/b
Brett Simms
http://www.heavyartillery.com
http://www.heavyartillery.com