MSTRPLN Posted August 9, 2017 Share Posted August 9, 2017 Hello, Somehow when i upload a mesh it ignores the UVmap, only on a few objects not all of them and everything is the same. (Yes also UV channels) Is this a common thing if so how would i solve it? It doesn't make sense, it not only looks unmapped but also tiled Link to comment Share on other sites More sharing options...
arton Rotaru Posted August 9, 2017 Share Posted August 9, 2017 Add a Turn to Poly modifier and set Max size to 3. Basically, triangulate the mesh in Max before exporting. If triangulating doens't fix it, we will try something else. Link to comment Share on other sites More sharing options...
MSTRPLN Posted August 9, 2017 Author Share Posted August 9, 2017 (edited) Didn't work. i might make a copy of models in the future and keep the "quads" version just in case. I have litterally no idea what causes this Edit: I tried cutting the object into smaller pieces but that didn't fix it either. PS: No i have no material tiling applied inside 3DS Max (i don't even use a image but colors) Edited August 9, 2017 by MSTRPLN Link to comment Share on other sites More sharing options...
arton Rotaru Posted August 9, 2017 Share Posted August 9, 2017 (edited) Alright. The next thing is to add a Turn to Mesh modifier to the stack. Note, you don't need to collapse the stack. Turn to Poly is a great way to switch between tris and quads non-destructively. If that also doesn't work, plug a bitmap into the diffuse slot of each material. Also keep Split per-vertex Normals unchecked in the collada exporter. I know this all sounds weird, but it's what I found to fix my UVs with Max. Edited August 9, 2017 by arton Rotaru Link to comment Share on other sites More sharing options...
MSTRPLN Posted August 9, 2017 Author Share Posted August 9, 2017 This is so confusing, this never happend before & nothing seems to work. Link to comment Share on other sites More sharing options...
arton Rotaru Posted August 9, 2017 Share Posted August 9, 2017 I'm running out of ideas as well. Exporting as obj, importing the obj, and exporting that as dae as a last attempt perhaps. Link to comment Share on other sites More sharing options...
Klytyna Posted August 9, 2017 Share Posted August 9, 2017 Just out of curiosity, in world, do the 'non mapped tiled' faces have the texturing set to 'default' or 'planar'? 1 Link to comment Share on other sites More sharing options...
MSTRPLN Posted August 9, 2017 Author Share Posted August 9, 2017 2 minutes ago, Klytyna said: Just out of curiosity, in world, do the 'non mapped tiled' faces have the texturing set to 'default' or 'planar'? To default Link to comment Share on other sites More sharing options...
MSTRPLN Posted August 11, 2017 Author Share Posted August 11, 2017 Edit, i managed to fix it. for intersections and the Tsplit etc i used a 2nd UV map channel to bake the texture for (to make it seamless inside Photoshop) and aparently the viewport material was using the 1st map channel but when exporting it used the 2nd channel. To fix use "UVW Mapping Clear" modifier and select channel to 2 to delete the 2nd map channel Link to comment Share on other sites More sharing options...
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