> > So where do we start , to even discuss the workaround method ? > > As you say , edit manually , I guess , but man that is a lot > > of work (as I believe you are implying) .
> I think we need either complete export including textures and illumaps to > run RS baked projects in an external advanced OGL viewer, or a better > Realsoft OGL engine. > -Mark Yes , of course , but my point (RM/on) is how do we start to tackle the workaround method in the meantime ? We probably need to call out to those who are more know- ledged in the arts of UV mapping . Is it possible to devise an "unwrapping" method (the rendered-post processed texture, not the UV mesh) with the tools or series of tools already available in V6 ? That's the question , and I'm still guessing the answer is going to take some deep considerations . garry
