A frustrating bug and an annoying workaround.
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This is a problem I've had for years. I am not looking for a solution, just reporting a bug and offering a solution to others.
Whenever I UV map one of my 3D models, there is a good chance the UVs will be broken when I open my saved .mb file later. The only solution I have found to work into my workflow is to export a .fbx file of anything I want to have saved with proper UVs since .mb has never been a reliable way to save freshly edited UV data.
I have attached 2 files. The first is an un-edited copy of my latest .mb project with 2 layers showing my model with broken UVs. It is set up so that the geometry in these 2 layers each contain a set of UVs which overlap in the default UV space... Or they were supposed to...
The second file is the low poly chest exported as an .fbx before I saved my .mb file.
If you delete the geometry that is visible by default in the .mb file and then re-import the .fbx into the scene, you can inspect the geometry on each of the 2 layers to see how it was set up before I saved my .mb file.
The only solution I have come across is to export, delete and re-import any mesh I finish UV mapping before I save my .mb file. Posting for awareness since I almost lost my work again due to this bug that has been popping up every now and then for years now.
Will include screenshots as well.
Cheers community! Happy modeling.