I'm working on a Poly Character, which is split into four UV regions (ie it has four separate texture maps for the face/body/arms/legs)
This is working out fine, but when it comes time to paint Hair or Fur, the Hair/Fur is only being created on the main UV region... which in this case leads to a very hairy body and no hair reaching past the neck, arms or legs....
As i drag the UV shell out of the main region to test this, it slides around and disappears.
Is there any way to circumvent this shortcoming?
its probably a new problem for maya 6, but I believe it was also a problem with fur in maya 5 (but i can't be sure)
can i shrink all my UV shells down into the main UV box and maintain the image resolutions? or control the hair with a black and white image which is mapped onto a hidden layer on each section's UV?
Any help would be greatly appreciated!