UV's from max to xsi problem


#1

Hi! I always assumed that exporting models with uvs from max to xsi would be as easy as exporting from xsi to zbrush. Well, i was wrong ;] It seems to work fine with two exceptions.

  1. No matter what format i use it doesn’t remember how many times a texture shoud be repeated, so it’s x times smaller than in max and repeated many times on every object.

  2. The uvs seem ‘unstable’ - texture size / repetition time changes in the viewport when you approach an object, and sometimes what you see in the viewport isn’t what comes out in rendering.

I hope it’s just me not knowing how to do it properly. It would be great if someone could point me in the right direction ;]


#2

hmm no ideas or the question is stupid ;] Anyways i really could use a hand at this. The worst thing is that when i export objects to obj they come out with world pivot setting, not the local one. It’s quite a pain since i have really many objects to deal with in xsi later. Anybody?


#3

I’m not a max user (for quite some time) but when you say repeating UVs do you mean images that share one UV set? Maybe in XSI it’s converting your repeated over to a single one, but not bringing over the textures/materials and so it’s condensing it down to one material and UV?

I’m probably way off…but just keeping this thread going in hope that you get an answer!


#4

Hi! Thanks but that’s not in unfortunately :slight_smile: By repeating over and over i mean that the textures are tlied across the object like 80 times instead of 1. My friend at work who made the max scene didn’t type in the number of texture repeats, but used really tiny gizmos when he needed to have more repeats. So i’m guessing they don’t transfer to well between xsi and max ;] I managed to ommit the pivot problem by using crosswalk instead of obj but i’d still love to know the reason for this not working in obj export. And another question comes to my mind… why and at what point does crosswalk triangulate my meshes even when i tell it not to? So many questions :D:D:D


#5

I know crosswalk will triangulate any poly object with a turbosmooth or meshsmooth operator on them. Use the Smooth Manager script to remove those operators from the entire scene before export.


#6

Thanks! Maybe i missed some turbosmooths in the scene. I hope that’s just it.
Nope. Still triangulates. Regardless of the ‘triangulate’ setting.


#7

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