olblue
08-15-2007, 04:08 PM
This one has possibly allready been covered however I couldnt find a reference to it unfortunately. Anyway, to explain;
I have a particle system thats drawing geometry from a group using the [shape instance] - issue I have is that the group of objects are all unwrapped and textured and I would like to create an array of generated objects using mesher - these are basically small building prefabs that are randomly bolted together with a uniform roof and ground area.
Problem is that once the particle system is passed to mesher and then on to an editable object none of the textures/ UVW co-ords pass across so its back to being a large blank grey object which belies the point of why I wanted to use the particle system to drive the creation of the building using the prefabricated pieces.
My question is, how to create a static mesh which actually keeps the textures that were assigned to it in the flow. End result is supposed to be a very high polygon set of textured pieces that I was planning to use as a Xref'ed object in max.
I have a particle system thats drawing geometry from a group using the [shape instance] - issue I have is that the group of objects are all unwrapped and textured and I would like to create an array of generated objects using mesher - these are basically small building prefabs that are randomly bolted together with a uniform roof and ground area.
Problem is that once the particle system is passed to mesher and then on to an editable object none of the textures/ UVW co-ords pass across so its back to being a large blank grey object which belies the point of why I wanted to use the particle system to drive the creation of the building using the prefabricated pieces.
My question is, how to create a static mesh which actually keeps the textures that were assigned to it in the flow. End result is supposed to be a very high polygon set of textured pieces that I was planning to use as a Xref'ed object in max.
