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Bad UV errors on export (3dsmax8)


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Been having trouble getting meshes to look right in preview and after uploading. I am using 3dsMax 8 and the OpenCOLLIDA plugin from the wiki.

http://www.opencollada.org/download.html

 

The model itself gets exported correctly, but the texture coordinates always get messed up like the example below.

http://i44.tinypic.com/2dw594l.jpg

 

This model is just a modified cube with a standard box mapping. The texture is like a crate. I have considerable background working with 3d models and texturing, and the results are always similar to this. The UV coordinates just seem to get messed up somewhere during export. None of the settings changes on export seem to change how the model ends up. Have uploaded a mesh in world and applied known-working textures to ensure that this isn't just some preview bug.

 

Any help?

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Oh boy, you are lucky today. I think there is like a few of us that use 3ds Max 8, and this is a Max 8 unique problem, I think. But the version is really just hanging on by a string right now. Basically, you are using the wrong exporter for this version, at least that actually works. Autodesk is not even making new collada exporters for Max 8.

Ok, so you have to goto the archives here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920

Then download the FBX® 2006.11 Plug-ins. I think that is the 1.

Install it like normal.

Then export like you normally would, and making sure that the 200611 version shows up in the export window. I've never gotten the texture to show in the uploader, so I don't add it to the collada, but you still have to apply all the material stuff if you want the mapping to be right. Then again tho, I've not really tried to figure out why I can't get the texture to show, so it might just be me. Anyways, i just upload the texture separately and it all works fine.

 

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As far as I know 3dsmax (or its collada exporter) doesn't include textures. The 2011 collada exporter doesn't..and the 2012 exporter doesn't work, but the export to .fbx then convert to .dea workaround for that version doesn't include the textures either. I think it's the way autodesk makes the dae. For fbx you get the option to include textures, for dae you don't. I really don't know why.

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