I'll write it in very simple jargon with a CUBE and avoid the complexity of my real shape altogether.
So suppose a cube with 6 faces (name: CUBE)
1) 3 faces of the cube are assigned Mat 1, and the other 3 are assigned Mat 2.
2) The cube is a single, stitched object with no modifications.
3) Mat 1 has its own UV Map (name: UV_1) for the cube with the 3 faces completely taking up the space of the WORKING AREA of the UV Editor (idk what's that called) and the rest of the faces are out of the WORKING AREA.
4) Mat 2 has its own UV Map (name: UV_2) for the cube's remaining 3 faces completely taking up the space of the WORKING AREA of the UV Editor and the rest of the faces (those that were major in Mat 1) are out of the WORKING AREA.
Now Mat 1 and Mat 2 are present in 2 slots for the SAME object CUBE.
I click on Mat 1, under MSTS Materials, I select the Mat_1 image texture and similarly, for Mat 2, I select the Mat_2 image texture.
I then go to the Shading tab, and select the respective UV maps for each in the UV Map node that the MSTS exporter automatically adds.
When I try to export, the exporter throws an error (maybe an info?!) that my CUBE lacks a UVMap. WTF??? I just manually assigned 2 UV Maps?
Why not just separate the objects (P -> Separate -> Selection)? Becuase it duplicates edges and makes unneeded creases.
What am I trying to do here? Trying to split the texture so that it gets a bigger surface area while keeping the model performant. 4096x4096 textures lag terribly on my computer, so I resort to 512x512, 1024x1024 and 2048x2048 max.
Is that not possible? Is there any alternative / better way of doing it?
Version of the addon I'm using: https://github.com/pwillard/Blender_...ases/tag/4.8.2
Blender: v2.93.18
So suppose a cube with 6 faces (name: CUBE)
1) 3 faces of the cube are assigned Mat 1, and the other 3 are assigned Mat 2.
2) The cube is a single, stitched object with no modifications.
3) Mat 1 has its own UV Map (name: UV_1) for the cube with the 3 faces completely taking up the space of the WORKING AREA of the UV Editor (idk what's that called) and the rest of the faces are out of the WORKING AREA.
4) Mat 2 has its own UV Map (name: UV_2) for the cube's remaining 3 faces completely taking up the space of the WORKING AREA of the UV Editor and the rest of the faces (those that were major in Mat 1) are out of the WORKING AREA.
Now Mat 1 and Mat 2 are present in 2 slots for the SAME object CUBE.
I click on Mat 1, under MSTS Materials, I select the Mat_1 image texture and similarly, for Mat 2, I select the Mat_2 image texture.
I then go to the Shading tab, and select the respective UV maps for each in the UV Map node that the MSTS exporter automatically adds.
When I try to export, the exporter throws an error (maybe an info?!) that my CUBE lacks a UVMap. WTF??? I just manually assigned 2 UV Maps?
Why not just separate the objects (P -> Separate -> Selection)? Becuase it duplicates edges and makes unneeded creases.
What am I trying to do here? Trying to split the texture so that it gets a bigger surface area while keeping the model performant. 4096x4096 textures lag terribly on my computer, so I resort to 512x512, 1024x1024 and 2048x2048 max.
Is that not possible? Is there any alternative / better way of doing it?
Version of the addon I'm using: https://github.com/pwillard/Blender_...ases/tag/4.8.2
Blender: v2.93.18





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