my problem is that this feature/process of creating UV Maps for meshes should be so VERY simple; I find it very frustrating in Blender that the merrely only way to apply a UV map, for instance onto a game character, is by selecting the individual faces, load the picture/texture onto that/them, and then shape the faces accordingly to how it should fit with the texture…
now, why can´t you export a wired UV map of the entire mesh, with all the faces flattened out, for instance of a game character, paint over it in photoshop as a texturemap, load the new over-painted UV map into Blender, and select ALL faces, and apply the new texturemap…
Years back, as many did, I started out fooling around with Bryce and Poser, and I refer to a similar process to apply texturemaps - correct me if i´m wrong, but many artists in here are posting 3d character models with entire texturemaps of thiere models - it is those type of texturemaps i´m curries about, why I can´t get to with in Blender
ok - what I seek, is a way to paint over an exportet UV map of my mesh in photoshop, save the painted map, and project it back onto my mesh…and Voila!! it fits…:buttrock:
Am I realy talking noncence here?? :surprised
I am willing to illustrate my problem to, if it might make anymore sence…