In the second part we'll take what we learned in part one and uv map an entire scene using the Unwrap UVW modifier in 3d Studio Max 2012. We’ll look at some ways to approach high-res subdivided geometry, and ways we can minimize texture stretching and distortion.
After we have UVs applied to every object, we'll look at attaching and packing everything together in a single layout in preparation for map generation and texturing. All in all I’m hoping this tutorial will help shed some light on what is considered a major stumbling block by many beginners.
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