First, let me say I think this forum is a good idea. I just hope it lasts. Also, I am a programmer by nature. I have hardly modelled, textured, or animated anything at all. I enjoy programming, at it seems that some of my talents are useful here.
This is a post I put on the AM mailing list. I did get very good response, but I also found out other ways of doing decals and uv mapping without flattening. Tell me what you think of this idea…
While doing the .OBJ plugin, I got my first taste of trying to create the maps used for models (I have never done that before and always thought of it as out of my reach). After playing with the .obj plugin, deeppaint, uvmappers and the such, I now have a better understanding of how this is done - well, how its done outside of AM.
My question is this… How is this effectively done in AM? How are the UV Maps created (I’m assuming by flattening and then applying the texture)? How do you effectively paint on the map? Do you just keep passing it back and forth to a paint program, making changes, and seeing how it looks in AM? If so, this seems quite tedious, and seems that there must be a better way. Especially after playing around with Deep Paint and ZBrush. If I am wrong here, someone please correct me. Also, flattening always has been very confusing to me, but then again, so was trying to get UV coordinates.
It seems to me that if I could paint on the model itself, like we do in Deep Paint or ZBrush, then the artist (and you are definitely artists) would have an easier time trying to do this (especially amateur’s like myself). With the new .OBJ plugin, you can export, uvmap, paint, import, but this has some flaws. First, when you import, you are working with a new imported model, and the splines may not be the way you want them - basically because AM is trying to create splines from the polygon models. Second, AM has a much better way of handling uv coordinates and maps then the .obj file format does (in AM each map gets a unique set of uv coordinates for each map - in .obj a uv coordinate for a face must be shared among all maps). In AM I could have a bump map that covers the whole model, while having different color maps covering different parts of the model - I couldn’t do that with the .OBJ format.
What I’m wondering is this: Would it be useful to have a type of .OBJ exporter/importer that would read the uv coordinates and maps into an existing model (or part of model), without destroying your current splines. Basically, you could select a group of faces in the model (say an arm or something), export out all the info (as a .OBJ file), UV map it, paint on it (using a program like DeepPaint/ZBrush), and then just import back the uv coordinates and the map that you painted. You could even import multiple uv’s and multiple maps for color, specular, ambiance, diffuse, and bump maps. Would this make this job any easier? Would people need/want a plugin/wizard like this?
This would basically be an extension to the .OBJ plugin, allowing a sort of texture wizard option…
Let me know, and correct me if there is a good way of doing this in AM - again, I’m new to all this texture stuff 
Arthur Walasek
Email: awalasek@attbi.com
hehe