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Mar 31, 2016 at 22:58 comment added Rabecca LaMont-likens No you miss understand, I'm sorry I can't find a way to explain with out showing you I guess. I can't seem to find a way to explain it properly. I'm not baking anything I don't do any of the texture work. Thank you every one for your time in trying to help me it is greatly appreciated.
Mar 31, 2016 at 19:45 comment added Yvain Of course you must unwrap the new uv layer, once for each object and no you can't copy uv layers.
Mar 31, 2016 at 19:13 comment added Yvain So you want to bake a texture that contains the info for all your objects's materials ? if you add an uv layer for each object and make it small (comparing to the size of the image you will need) and bake while having set the new uv layer to active for rendering, the texture will create according to it so each of your meshes should be unwrapped and placed at its proper place (which means it wont overlap with another object) on the uv layout. You will have to do a lot of baking to one single image
Mar 31, 2016 at 18:23 comment added Rabecca LaMont-likens This would be simple if I only had to do this for one LOD (Level Of Detail) Model but each model had a min of 3 LODs. the same texture must be able to be applied to all 3 LODs. If this was done with cycles rendering for film, or a 2d print this would not be an issue, but this is for a multi player video game.
Mar 31, 2016 at 18:18 comment added Rabecca LaMont-likens the texture department are using PBR texturing the uvs can not over lap in any way. As for my issue I'm having a great deal of difficulty explaining this. The best way I can think of is this. Consider each material a separate mesh, making up a full building. Originally the building was split into parts to aloe for better resolution when the textures were made. This how ever this is proves to use to much resources for real time rendering.So I mush join all the parts and consolidate to one UV map.
Mar 30, 2016 at 11:34 history answered Yvain CC BY-SA 3.0