Hello again Otte; I'm unsure if you're able to help me in this area but I thought I'd give it a go. I'm attempting to replace the AIU with EDI's default body & head, the head and body were able to merge, along with the needed bones taken from the AIU. My only issue now seems to be textures, I have no clue how to work this to map the visor separate, let alone have the scalp, eye, face, and body all on one canvas. Any advice would be appreciated.
I’m half guessing here as I have the original AIU textures but i don’t see a visor mapped to it and don’t really have time to go in and check. I assume the visor is mapped on a separate texture so you’ll need your face+body on one ID and the visor on another.
When you merge meshes via editable poly attach, you can pick what you want to do with the materials, honestly i don’t think it really matters which one you pick here for the purpose of a re-wrap on one texture (I usually just go with the middle option). After merge you’ll want to eliminate all extra sub-materials in the material editor (double click the material in View1 and check under Multi/Sub-Object Basic Parameters, delete anything above 1) and re-wrap all UV elements onto the same surface. Make sure the UV editor only lists one ID, it should have all wrap objects piled on top of each-other.Depending on which way round you prefer, you can either create the new diffuse first by combining textures for face and body in Photoshop by hand (try and limit non-utilized space) and later align your UV elements to it in 3DS or you can reposition UV per element via the UNWrap UV modifier in 3DS first and later align the face/body parts ontop of the UV map in Photoshop. You can save the new UV map as a PNG so you can see where the wraps ends etc under Tools - Render UVW Template, select desired size and hit Render. You can save the rendered image as a PNG after and open it in Photoshop to map all the texture elements onto it.
I’d add the visor last. If it’s a sheet attached to the original mesh I’d use that one and reshape it to fit with the new head. There should be a mask somewhere separate in the files that determines the illuminated lines, if I’m correct.