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UV's from Max

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Message 1 of 2
john
157 Views, 1 Reply

UV's from Max

Has anyone else noticed that if you use the copy and paste feature in the 3DSMax UV editor (2009,10,11) then relocate the coincident UV coordinates to separate UV space (in Max), then export as an .fbx or .obj that the resulting UV's in Mudbox (2011 & SASP1)do not translate properly?

To further complicate the issue, when looking at UV's in Mudbox UV view, the coordinates appear correct relative to what was generated in 3DSMax. However, the viewport representation, and painted results are incorrect. It is unclear whether the issue originates in 3DSMax, in the export process to obj/fbx, or in Mudbox itself.

I can only point to the correct UV view representation in Mudbox (which seems to isolate the issue), and that the anomaly is only present on the model in the sculpt/paint 3D view within Mudbox.

example attached

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Message 2 of 2
Christoph_Schaedl
in reply to: john

the mess on this image looks like your vertex order changed...


and for the uv problem... mudbox isnt smoothing uvs by default... max does...
you have to turn that on in the subD optionbox...
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https://linktr.ee/cg_oglu

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