Hi. I think the only way to determine if they are instanced and if the are mapped correct is to test it in Rihno.
- Give them a texture that shows you how they are mapped. If they are OK, it's a matter of finding an export/import method that preserves the UVW mapping. If not, then I hope they are Instanced, so you only need mapping one brick. Otherwise you got a lot of work to do...
Since you already tested it with OBJ export, they are most likely not mapped correct, since this format should preserve the UVW's
😞- If they are Instanced in Rihno, you need to find an export method that support this. Here's a few options (there might be more):
1) Export to DWG in a way that makes the instances to DWG Blocks, and import these to Max. It might mess up you UVW, but since they are instanced, you only need to remap one brick.
2) Export to the FBX format. The latest versions of this format handles instances (unlike almost every other format). This format also preserves the UVW's. I don't know if Rhino supports export to FBX (I don't use Rhino), but if not, maybe you can find a 3rd party plugin or a script.
3) The 3rd option would be, to import the native Rhino format, but AFAIK Max can't do that - unless you find a script or plugin that makes it possible. I don't know any, but sure could use one.
It always a challenge to import things from Rhino, and it very often takes a serious amount of time to fix it after import. But 10.000 unique bricks is an extraordinary hard challenge. Might be easier to rebuild it in Rhino, in a way that exports correct, or maybe even to rebuild it in Max
🙂Hope it helps.
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