It’s exactly what I’m trying now inside maya… selecting the UV’s and setting in 0 to 1 region inside that texture editor.
but I didn’t know about that command it’s cool !  thanks !
 what if I do the UV mapping 0 to 1 manually - any risks for later work in ZB2 ?
 what if I do the UV mapping 0 to 1 manually - any risks for later work in ZB2 ?
 also, from what I understand after I have those many groups of UV (each group is different shader - Am I right ?)  …wil be able to sculpt/texture without damage the other materials ?  so it will be easier to manipulate in ZB2 stuff like head and Horns 2 diffrenet materials and textures without damage each other ?
 also, from what I understand after I have those many groups of UV (each group is different shader - Am I right ?)  …wil be able to sculpt/texture without damage the other materials ?  so it will be easier to manipulate in ZB2 stuff like head and Horns 2 diffrenet materials and textures without damage each other ?
 I hope I understand the basics… still not sure if I understand that each GROUP you said is different Shader Just like the example I gave, Blinn, Blinn2, Blinn3… etc is that how it works ? or it’s all in once Shader ?
 I hope I understand the basics… still not sure if I understand that each GROUP you said is different Shader Just like the example I gave, Blinn, Blinn2, Blinn3… etc is that how it works ? or it’s all in once Shader ?
 Also, when saving the model inside maya (.obj) and open import inside ZB2 it will reconize the diffrent shaders ? (groups) I created in Maya ? …
 Also, when saving the model inside maya (.obj) and open import inside ZB2 it will reconize the diffrent shaders ? (groups) I created in Maya ? …
Sorry for those billion of questions Scott, but I just hope I got the general Idea I will sure go and try it, also I will check the thread of your amazing Video Tutorial for sure !
BTW - Your works are amazing !  …Must say you inspired me a lot !!!  thanks ! 