Text 12 Dec My 3ds Max material slot space saving solution…

Wanted to post this up for a long time. But I’ve always wanted to try it out myself before posting this solution-sort-of post.

So, I’ve got myself more than 500 models in a scene in 3ds Max 9 (due to the project I was working on). If I were to texture them all using the baked texture, I don’t think there’s any space left after I’d textured 24 of the model in the scene (since there’s only 24 material slots in 3ds Max… I know, it sucks a lot). After playing around with it, trying hard to find the perfect solution, though my 3ds Max crashed a few times (until I have to re-install it again), it was all worth it.

My solution for texturing 4 models (or more) at once:

1. Baked everything (all 4 models), and save the UVW templates.

2. Delete all “Unwrap UVW”, “UVW Mapping”, or “Automatic Flatten UVW (this was added automatically after the texture of the model was baked)” which the models currently have on. Apply a new “Unwrap UVW” to each of them (or if there’s already one, don’t delete it) and load the UVW template saved in step 1.

3. After loaded the template for each of the model, convert each of them into editable poly. The “Unwrap UVW“‘s template will be inherited into the model even though it’s gone after it’s converted to editable poly, no need to worry about it.

4. Select any one of the model and click on “Polygon”.

5. Select the entire polygon of the model and set the ID in “Polygon Properties” “under Editable Poly” to 1. Continue this steps to the rest of the model, but set different ID for each of them. Since there’s 4 models, then I’ve got 4 IDs for each of the: “1,2,3,4”.

6. Next, attach all model into one. And press “M” to open the Material slot.

7. Click on one material and drag it to the model (after they were all attached).

8. While having the material check on, click “Standard” and look for “Multi/Sub-Object”. Select it.

9. Set the number of ID to 4, since there’s only 4 ID for 4 different models on the scene.

10. Click on each of the slot given under “Sub-Material” and apply specific texture on them (based on which texture is for which model).

11. All the 4 textures should appear to be well-placed, based on the UVW template earlier. If not, check all the steps again for double confirmation.

Snaps:

4 different models in one big chunk, textured using just one material slot. If I have the time and mind, I would’ve use just one material slot for my whole project. Too bad, I don’t…

The disadvantage of this method is that, after it’s all attached and textured, it’s very hard to change it’s setting if there’s a problem. Therefore one have to be certain that there won’t be mistake… at all, before using this method.


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