Huh? "Afraid not?" What is that referring to? My whole point is that if you do things correctly you will only need a single material, not a multi-sub object. This includes changing the texture images you are using so that it's a single texture image, with sections applied as decals, instead of multiple images layered on top of each other (which is inefficient.)
Nor should you need Planar from Object XYZ coords; 3D Studio Max includes a lot of texture mapping cheats which don't work in a game engine. If you learn how to assign texture/UV coordinates you won't need anything other than the first explicit map channel. For starters, get used to the Unwrap UVW modifier.
Nor should you need Planar from Object XYZ coords; 3D Studio Max includes a lot of texture mapping cheats which don't work in a game engine. If you learn how to assign texture/UV coordinates you won't need anything other than the first explicit map channel. For starters, get used to the Unwrap UVW modifier.