Textures not Relaxed Upon FBX Import

artisansofpathos
Explorer
Explorer

Textures not Relaxed Upon FBX Import

artisansofpathos
Explorer
Explorer

how2fix.png

See how the UVmap looks just like the model opposed to flattened like it SHOULD BE? Can someone help me get my UV maps to behave as nearly every other UVMap does? Thanks guys!

 

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CiroCardoso3v
Advisor
Advisor

What does the UV look like in the original file?

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

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raiden_xavier
Autodesk Support
Autodesk Support

Hi @artisansofpathos,


Thanks for sharing your issue with us.
The import will require some attention from the user.

I suggest selecting a section, such as the arm, and choosing one of the 3 Mapping solutions (Flatten, Normal, or Unfold) This will allow you to arrange the mesh into islands.

Mapping is along the top shelf of the UVW Unwrap window options (File, Edit, Select, Tools, Mapping)

Please be sure each section of the mesh is disconnected (Break) when doing this.

If not, then, for example, a polygon on the finger will stretch across UV islands to the hand, depending where you arrange the hand.

I hope that helps.

Apologies if I misunderstood. This was based on the information provided.

We look forward to hearing from you.
Many thanks.
Regards,

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artisansofpathos
Explorer
Explorer
So essentially the UV map must be recreated? That was what I assume but hoped there might be a common solution related to FBX import setting you guys had seen before. Thanks for the workflow, Lord Raiden. 🙂 If there is something I can do for you, just ask.

raiden_xavier
Autodesk Support
Autodesk Support

Hi @artisansofpathos,

 

Thanks for responding.

My understanding is the unwrap setting is kept in the FBX.

The program that exported it must have stored those UVs (like the ones from your example pic)

Or perhaps they are in a different UV channel in 3ds Max Unwrap?

3dsmax map channel3dsmax map channel

If someone knows more they are welcome to chime in.

 

I hope you are well.

Regards,

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artisansofpathos
Explorer
Explorer
It is apparently only with MAX that the program causes this. If I load the
generated FBX in say Blender(which is an awful app!!), the UV maps are
actually perfect. As a result, my temporary workflow is to load them in
Blender, then export a new FBX to resolve the issue. I appreciate your
advice on how to resolve the textures. I have encountered this issue before
so when next it happens and I cannot find a quick fix, I will use your
flattening method to reconstitute a new UV map. Thank you again, Lord
Raiden! 🙂