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Posted

I just spent 3 long days trying to make and texture a simple exterior detail piece for a house. The modeling was easy, I made the UV map and exported to Substance Painter using OBJ, that went fine. But, when I exported the same mesh piece in .DAE - the textures (theoretically using the exact same UV map) were crazy, blurry and twisting all over the mesh.

I tried exporting into Substance Painter with the .DAE - and that was ok. Same thing, same file - importing into SL and the textures would go awry. I finally realized that Max did an auto-upgrade without me knowing and the FBX DAE export has changed.  I was able to import the same OBJ to Blender, re-export in DAE and import /that/ file into SL without errors. Needless to say, this isn't my ideal workflow.

Has anyone heard anything about this? I would love to find a way to avoid this awkward extra step.

 

 

Posted

I can break UVs in SL (with Max 2015 SP3) when there is no bitmap plugged-in to the Difuse color slot of the material, but one (or more) other slot has a map connected, like Normal, Specular etc..

I have to connect a map to the Diffuse slot, or remove all the other maps as well from the material.

Broken UVs:


Working UVs:

Posted

That wasn't my issue, I but that's also odd. But now you have me wondering if I should try plugging in some bitmaps. I'll post if it works.

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