Now
we have a Multi/Sub-Object material
that we want to map to the object that
has only one texture.
To clean the Checker ID, select the
object in
Sub-Object mode and enter 1 in the field
ID.
The
object does not have any more that
one Checker ID but it has the Multi/Sub-Object
Material assigned.
In
object mode assign the checker material.
Now we see that the material slot Multi/Sub-Object
does not have any beveled corners, proving
that it is not assigned to the scene
any more.
If
you use Unwrap UVW, we see that it
has only one Checker ID.
Also
note that changing the ID does not
affect any UVs on the object, fortunately:)
Now
we have to crate an of image of our
UV.
For that we can capture the UVs Editor
screen but you are better of using a
small plugin named Texporter as this
does a much better job.
Texporter is Freeware and can be downloaded
here:
Texporter
Web site.
Place
it in/Plugins Directory of 3DSmax.
You will find it in the Utils panel,
add it in the list with the Sets icon.
It
can generate an image of the UV in any
size requested, This is great for textures
like 2048x1024 by ex:)
To generate the capture of an object,
set your requested height and width
then click the Pick Object button,
followed by selecting the object you
need to unwrap.
The
top left picture shows the default mode
settings for Texporter with filled polygons
according to the normals of the object.
The pictures to the top right and opposite,
show the adjustments needed for maximum
visibility in Photoshop.
Then
open the file in Photoshop or any
other 2d paint program and check the
result by replacing the Checker material
with the bitmap texture file.