Prefab generates a unique dedicated map per mesh. repecting the entry map. Because of its prebaking function. so either you replace with lower quality map to speed up the export or you do nothing and replace the maps after the export with your lower quality maps. or you edit the urls into the awd output.
since you have many shapes with different ratios, using your huge map on most of them is the easy way of course, not the nicest as on some meshes the pixels will be streched, compressed... Prior to export you could use the uvcropper feature as well in case your maps are not 1/1 mapped, it would save you on data if you prebake some images or keep them as unique map per mesh. Prefab offers you way more than you think once you know how to missuse it :)) Fabrice On Sep 7, 2010, at 3:19 PM, le_unam wrote: > What do you mean with there is no need to do reusing this huge map > over and over? would create a seperate texture for every wall? > > On 7 Sep., 15:13, Fabrice3D <[email protected]> wrote: > >> but the main problem is not that its doing this way, as you easly can swap >> them afterwards. you model is reusing this huge maps over and over >> there is no need to do so.
