Missing UVs when exporting GLB file.

idealight
Explorer
Explorer

Missing UVs when exporting GLB file.

idealight
Explorer
Explorer

Have an issue with some geometry export. During a light bake all UVs seams to be ok, but after an export some parts\meshes are dissapear in the UV (2nd channel). I have already tried everything (Reset Xform, Weighted normals, Reset Scale)

 

I notice that GLB missed somethimes some parts of UVs. But FBX exports UVs properlly.

Please see the pictures

Also note that I do not why but therer is also mismatch in Vertexes quantity 14 221 vs 34 970

3dsMax_UV_check.jpg

Exporter.jpg

FBX_export_blender check.jpg

GLB_export_blender check.jpg

Reset.jpg

     

What did I miss and what should i try to reset to fix this issue?

Any suggestions?

 

Thank you!

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denisT.MaxDoctor
Advisor
Advisor

how do you control the uv set and vertex count after export? how do you import GLB file back?

what MAX version do you use?

 

 

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idealight
Explorer
Explorer

@denisT.MaxDoctor 

Thanks for your answer 2024 Max - and Blender

About differences in vertices its the problem that exporting or importing GLB breaks the geometry not by element how it was but randomly by poligons sometimes.

 

I import GLB to Blender. No possibility to check it on MAX

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denisT.MaxDoctor
Advisor
Advisor

@idealight wrote:

@denisT.MaxDoctor 

Thanks for your answer 2024 Max - and Blender

I import GLB to Blender. No possibility to check it on MAX


that's why I ask...

why do you think MAX is doing something wrong and not Blender?

 

by the way... you can try to export JSON (text, not a binary) version. At least you will be able to control why Blender can't import it. 

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