This is what I have done.
(A lot of steps are just for the game's needs)
- Made 3d text
(Shapes/Splines/Text - > Modify - Mesh Editing / Extrude, increased amount)
[--followed Darkpuddles tut--]
- Made it to an editable poly / mesh (tried both ways, mesh worked a bit better)
- Unwrapped UVW x2
- Changed one of the unwrapped uvm to Channel 2, kept the other 2
- Edited the channel info ("BaseMaterial", "Lightmap")
- Renamed with "_lod0" (for the games needs)
- checked and re-scaled both channels in the UV editor to fit in the box (May have done this wrong)
- Added texture to the text by dragging it over from the Material Gallery
- Rendered to Texture, saved dds with "_D" (game uses Diffuse map, Normal map, Specular map)
- Changed first material to be default grey and renamed it "_TDSN_(my file name)_Concrete" (Tells the game what the material should sound and feel like)
- Saved .FBX
(Following steps I did to get the Normal and Specular Maps)
- Opened DDS(" "_D) and then saved as (3Dc XY 8 bpp | Normal Map), saving a new file with _N
- Copied DDS(" "_D) and made a new file called (" "_S)
After this it works in game but the textures are not looking correct sides loook like a bunch of lines.
(Trying to make it for my Title Pack)

I'm Raddemer in game/steam also go by
