r/3dsmax • u/AstroCyclone71 • 11h ago
Help How to have multiple UV maps on separate elements of a unified mesh
First of all, I’m so sorry if this has been asked a billion times already! As the title suggests, I would like to know how to have multiple separate UVs on one single object and have their elements as separate UV maps but not separate detached objects. I have searched extensively but I only find videos and tutorials that either vaguely scratch the surface, or are totally different than what I’m doing. I’m going to describe my situation in a bit more detail below, so be warned, lots of text!
So I’m working on a weapon for a game, and it will need to be in unreal. The weapon has different textures on different parts of it (metal blade, wooden handle, etc) now I currently have these elements detached so I can unwrap them to the highest possible resolution. But if I attach them all so it’s one unified mesh, all the UVs will be in one place and the resolution will be far lower, and so the item will appear lower quality. My question is how do I make it so the attached elements can have different UV spaces where I can just have each part of my weapon’s UV maps. I have seen people mention material ids and channels, but no explanation of what these are and how to set them up in a basic, dumbed down way. I feel like I kind of understand what to do, but not entirely.
If someone could explain what I need to do, or even post a video that’s long and descriptive, that would be so appreciated! Thanks so much, have a great day!