Yes I have read the FAQ section. It says the following:
“For rendering engines that support it, a single model can have dozens of textures without any overlapping coordinates. This kind of mapping has an added benefit in ZBrush in that you can use it to assign polygroups to make life easier for texturing and sculpting. Press Tool>Polygroups>Uv Groups, and ZBrush will assign each region to its own mesh group.”
Please also refer to the help info I screen-capped above about “The Uv Texture to Groups button” (so I wouldn’t have to retype it here)
I would very much like to do this as described!
I have a test object, to try out this process, where I have very carefully assigned different UV maps to different (non-overlapping) surface groups in Lightwave, and exported the obj. According to these instructions, I should be able to press “the Uv Texture to Groups button”, and it should “assign UV groups correctly only if each of the model’s texture has been assigned a separate UV space by the original program”. Right?
However, the following does not occur:
“If pressing this button results in multiple colored groups in the polymesh, this is the case and no further grouping is necessary”
Also, the instructions go on to say “It is simple to view and modify one texture at a time by Shift-Ctrl_clicking each group and selecting its texture.”
This would be great!
Pressing UV check in ZBrush, I can see that my model shows a red mess. And when I load the same obj I saved in LW back into LW, I can see that the separate UV maps have not been preserved, even though I have assigned them to a material channel for each surface in LW (which seems to work for a single map).
Conclusion: It seems that the Lightwave export obj process piles all the separate UVs onto one UVmap, and this is the problem. I don’t know if this is a limitation of the obj format, or a LW issue.
Does anyone have a workaround for this? If so, you deserve a shiny gold medal from Lightwave users…

NJ