Hi all, I've got a question for the Lightwave users out there:
Let's say that I have a cube and I want each side to use a different texture map. What would be the best way to achieve this?
I use lightwave to model all my objects. Usually I create my mesh, create a few surfaces, assign textures to the surfaces, assign the relevent surfaces to the desired polygons and UV map the model. I then run the model through Terabit's LWO -> B3D converter.
If I do this then the texture UV's appear messed up. Unwelding all the points on the mesh's UV map fixes this problem, but I suspect that there must be a better way to correctly assign and display multiple textures on a single mesh without unwelding all those vertices! It just seems so unelegant and I can't retain my smoothing groups if I do that either.
So can anyone tell me of a better way to do this?
Let's say that I have a cube and I want each side to use a different texture map. What would be the best way to achieve this?
I use lightwave to model all my objects. Usually I create my mesh, create a few surfaces, assign textures to the surfaces, assign the relevent surfaces to the desired polygons and UV map the model. I then run the model through Terabit's LWO -> B3D converter.
If I do this then the texture UV's appear messed up. Unwelding all the points on the mesh's UV map fixes this problem, but I suspect that there must be a better way to correctly assign and display multiple textures on a single mesh without unwelding all those vertices! It just seems so unelegant and I can't retain my smoothing groups if I do that either.
So can anyone tell me of a better way to do this?