I've been working with the TS 6 UV map editor to create custom textures for my models and props. The TS UV map editor is fairly easy to use and I've discovered that seperating UV map elements is easy to do by cubic mapping and then moving the UV bounding box off center to auto seperate UV elements to prep a UV map for export to a paint program like GIMP. Is this behavior with TS 6's UV map editor by design? It works great with cubic mapping, but other mapping types don't seem to work as well as the cubic type at seperating stuff.
Could anyone share some insight on TS 6 in this area, and post some other TS based UV mapping techniques? I really enjoy modeling with TS, and am beginning to master TS quite comfortably. I also use the paint face with texture method quite a lot. The guys on another modding forum frown on using simple material color and shaders, but I find using them with texture quite visually pleasing and seem to prefer using a combination of materials and textures rather then using only textures.
