*New to Blender* Basic UV Unwrap Question

Hi,

I am almost done my first model, really liking Blender so far. I am planning to render it in 3ds Max with textures upon completion. The model has a lot of edge/crease work with varying weights and a subdivision surface modifier that has not been applied yet (in Blender). I was planning on importing the model into 3ds Max and UV Unwrapping it there but realized it would be too high poly to control at that point (after applying the subd in Blender). Is it possible to UV Unwrap the model in Blender (because the mesh is still manageable) and then have the new texture work perfectly on it in 3ds Max? I know with this plan I probably should have done all of the edge/crease work and subd in 3ds Max but I really enjoyed how easy it was controlling the crease weight of the edges in Blender. :confused: :slight_smile:

Thanks!

Is it possible to UV Unwrap the model in Blender (because the mesh is still manageable) and then have the new texture work perfectly on it in 3ds Max?

You can UV unwrap your base mesh in blender and these UVs will be transferred across to your model in 3dsmax.

In edit mode select the faces to unwrap and press U for various unwrap options. The unwrap will be visible in a UV/Image Editor window for further editing
Selecting edges and using Ctrl+E / Mark Seam can be used to aid controlled unwrapping

UV’s transfer with the model but edge creasing might not. Controlling subdivision with holding/support edges ensures good subdivision result between any two applications.

http://support.turbosquid.com/entries/20203606?locale=1

2.2.3.3 Holding/support edges present to retain shape after subdivision
2.2.4 Crease value: 3ds Max and Maya only: Value of Crease parameter must be 0 for all edges.

Thanks guys.