so I've got a project where I'm importing (non-organic) nurbs geometry into maya from rhino;
now I'm wondering about the texturing workflow--I've got a basic handle on how to do it w/ polys, but now I've got all these separate, floating planes to deal with...
so do you attach all the "loose" patches first? for instance, into manageable, logical objects? if so, how?
I could start just applying textures to each face, but it doesn't seem efficient; for instance, if I have a wood box to texture, each face shouldn't be it's own bitmap... or should it? (of course, the objects are more complex than boxes ;)
thanks for your help!!