3ds one, b3d 2.
To make this clear: a blitz mesh entity is organized based on surfaces, each surface is painted with a brush that may have up to 8 textures, each texture is using one of 2 texture UV coordinate sets. usually the diffuse texture is using set zero and an additional lightmap may use set one.
In your modelling app you only have to texture some parts with individual textures, once loaded in blitz the parts will be the surfaces.
The format 3ds does not support the 2nd UV coords set - as far as I know.
To make this clear: a blitz mesh entity is organized based on surfaces, each surface is painted with a brush that may have up to 8 textures, each texture is using one of 2 texture UV coordinate sets. usually the diffuse texture is using set zero and an additional lightmap may use set one.
In your modelling app you only have to texture some parts with individual textures, once loaded in blitz the parts will be the surfaces.
The format 3ds does not support the 2nd UV coords set - as far as I know.