Just bought this great texturing solution, but I run into a problem: I use multimaterial meshes, and it only reads the first indexed material, the rest remains hidden. Do I really not need multimaterial meshes? Because I have in example a wheel mesh, where I need a plastic/paint and metal material together. Edit: I find the snap settings a bit too invasive, is it possible to reduce its distance? Snaps are good to use, but they are really set to a too large distance. Another problem: it seems that the UV reader "forgets" some polygons. Maybe due to the multimaterial thing? I will try to save the mesh with a single material. Another little problem: canceled rendering of a 4096p texture but something went wrong. It's now baking the AO and seems stuck there. Is it possible to edit a polylasso shape once it's done? I can't find any option about this. Edit: saving with single material on the mesh didn't work, I'm actually losing some UV faces, very strange. I am on 3DS MAX. The mesh is now rendered whole in the viewport, and the faces are there and mapped: if I add detail to the zone, it gets mapped. It just doesn't show up the faces in the UV projection from Surforge.