I'm in the process of designing some 3D landscapes and environments for an overhead top-down shooter. I'm using Wings to model, and Milkshape for just about everything else.
Here's my problem, Milkshape doesn't seem to have the skinning precision to do what I'd like it to have. The 2D levels made with these 3D objects are being worked one screen size at a time. Basically, these level objects are large, but not nearly as large as FPS level segments. I'd like to be able to control how stretched or not a texture is on any particular surface of my levels. Milkshape is real messy and tedious in this task. Often, faces not directly facing me in the texture mapping window get all botched up, and leave me trying to work each of them individually (a process that could take a lifetime).
I remember when I made levels and modifications for the Descent Series. The editor I had to do that was real cheap, but texturing faces of the levels was a breeze. All I'd have to do was specify whether or not the texture was stretched to fit the face or not, and then move it around to get the exact UV coordinates I desired. This process usually took an average of very little time, and I got the results I wanted. Are there any modeling programs that have achieved that style of working UV mapping? If not, what do you suggest I do? I can't afford much right now as I'm getting a new graphics card.
"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)