key0p 0 Report post Posted March 18, 2005 (edited) When you export a mesh to .3ds format with "Preserve MAX's Texture Coordinates" enabled, it creates errors in 2 ways. First up, the UV stitching get corrpted.While the UV co-ordinates themselves remain in place, some of their welds get broken.You can see in the following image, the UV edges(green lines) before export, and after export. WHile the co-ordinates themselves remain intact, unstitched vertices are slower to render.It also complicates the second problem, which is that the mesh becomes broken along the UV edges.You can see in the following image that the top of the mesh is one single element, however after export it has been broken into multiple elements. To avoid this, you need to save the UV layout, and export the model with "Preserve MAX's Texture Coordinates" disabled. To save the UV layout, first apply an Unwrap UVW modifier to the mesh, then in the Parameters rollout, click 'Save' Upon importing your model, apply the Unwrap UVW modfier again, and load the UV file you saved. If you follow this procedure, you will not encounter mesh division due to UV mapping, and your UV seams will also remain intact. Edited March 18, 2005 by key0p Share this post Link to post Share on other sites
Topknot 0 Report post Posted March 18, 2005 Ohh I smell a *Sticky*...Spot on KeyOp.... :D Share this post Link to post Share on other sites
Chronomaw 0 Report post Posted March 18, 2005 Nice work, key0p. This should be usefull. :) Share this post Link to post Share on other sites
key0p 0 Report post Posted March 18, 2005 No worries, thanks to flyby pointing out that UV mapping causes mesh breaks :) Share this post Link to post Share on other sites
HKH 0 Report post Posted March 25, 2005 I never new any of this very good info. Share this post Link to post Share on other sites
spyvspy 0 Report post Posted April 5, 2005 I tried applying a saved UVmap from max6 to a 3ds mesh exported without the unwrap into Gmax. The unwrap was very distorted and unusable. What would cause this? here is what i saw: Share this post Link to post Share on other sites
key0p 0 Report post Posted April 6, 2005 could you please attach the files so I can take a look at them, I havent seen it happen before. Share this post Link to post Share on other sites
Opals25 0 Report post Posted April 6, 2005 On a simmilar not, I just noticed this. :( Share this post Link to post Share on other sites
spyvspy 0 Report post Posted April 6, 2005 could you please attach the files so I can take a look at them, I havent seen it happen before. file is here Share this post Link to post Share on other sites
key0p 0 Report post Posted April 6, 2005 the problem is that you are exporting the UVs and geometry from an editable poly. Collapse to an editable mesh, and try again. Share this post Link to post Share on other sites
spyvspy 0 Report post Posted April 6, 2005 Did it like you say and works perfectly. Thanks. I still don't know all the effects of mesh/poly conversion. Share this post Link to post Share on other sites
key0p 0 Report post Posted April 6, 2005 neither do I :) Share this post Link to post Share on other sites