I've found that often times props not made specifically for iClone, but for general use across platforms, can have very problematic UV's. For iClone, lots of separate maps work better than one big (or not so big) texture atlas. I think the idea of iClone being "real time" is at odds with the requirements for beautiful, highly detailed materials. Because of the "real time", it often gets equated with needing "game ready" materials. In truth, having separate UV maps that allow for tiling of materials, is far more useful for the story-telling nature of iClone. There is really no need for the efficiency of game texturing in iClone. It's not a run-around-fast twitch game!
But having good UVs and the ability to tile all the materials solves both requirements! Small textures and high-resolution through repeating.
For example: A wall material should always be something that can tiled seamlessly, or be able to have a tiling material applied to it. Lots of modularity in UV'ing helps here.
It looks like you managed to get something that worked well for your needs. Could it be that there was some sort of download glitch that caused some texture map loss?
I do know that when I convert DAZ/Poser props, they often only have a diffuse channel.
Edited
7 Years Ago by
Rampa