> > 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

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