Greetings and salutations on these wonderful forums.
I'm working on a project that requires cutting an existing mesh into smaller cubes and then exporting the newly created cut objects into separate files. I'm using 3DS Max 2012.
Currently, I'm creating a custom "3d grid" made of arrayed planes, then applying the ProCutter compound object and the result is satisfactory so far. Say I created a solid cube and then cut it in this manner into 10x10x10 smaller cubes. Every new cube acquires the name of the cutting planes plus an incremental number.
However, if the original cube mesh has a texture (I UVW Unwrapped it) then the newly created polys would have that exact same texture wrapped around them.
How can I get a result where the newly cut polygons have a different texture, or at least different exact UVW coordinates of the same texture?
I hope I am clear enough on my problem, but the result I'm looking for is something like automatically getting a muscle and bone texture on newly created polys after you cut a character's arm off, or the insides of the fruit cut in Fruit Ninja.
I assume there is a manual way of assigning a new texture to all newly created polys but this method becomes ludicrous when there are hundreds of smaller cubes that would need this manual texture assigning.
As for exporting all of the new cubes into a separate file, I understand there might be scripts that do this, but I have yet to find and test how these work.
Any help would be appreciated, thanks!