Posts: 6,004
Original Join Date: May 6 2011
|
Post by ThatGayModder™ on May 9, 2015 18:20:20 GMT 10
can someone help when I made a whole model use one texture (apart from head) it won't import can someone help ?
i uvw unwrap the model then export as .obj file then import that and then save it as .max file
|
|
Busy, but still here
Posts: 326
|
Post by on May 9, 2015 21:48:53 GMT 10
- Open your model in 3ds max. - Add "Unwrap UVW" modifier. - Save UV map in the "Unwrap UVW" modifier menu. - Then export your model in *.3ds format without "preserve max texture coordinates bla bla". - Then create new clean scene and load your scene for export into *.mod. - Import your *.3ds model. - Add "Unwrap UVW" modifier and load saved uv map. - Try to export as *.mod now.
^_^
You can also try same process but without saving UV's and with "preserve max texture coordinates" option checked when export as *.3ds. If this will not ruin your UV's then you don't need to do anything with UV's.
|
|
Posts: 6,004
Original Join Date: May 6 2011
|
Post by ThatGayModder™ on May 10, 2015 5:24:59 GMT 10
- Open your model in 3ds max. - Add "Unwrap UVW" modifier. - Save UV map in the "Unwrap UVW" modifier menu. - Then export your model in *.3ds format without "preserve max texture coordinates bla bla". - Then create new clean scene and load your scene for export into *.mod. - Import your *.3ds model. - Add "Unwrap UVW" modifier and load saved uv map. - Try to export as *.mod now. ^_^ You can also try same process but without saving UV's and with "preserve max texture coordinates" option checked when export as *.3ds. If this will not ruin your UV's then you don't need to do anything with UV's. i am a little confused - Open your model in 3ds max. - Add "Unwrap UVW" modifier. - Save UV map in the "Unwrap UVW" modifier menu. - Then export your model in *.3ds format without "preserve max texture coordinates bla bla".- Then create new clean scene and load your scene for export into *.mod.- Import your *.3ds model. - Add "Unwrap UVW" modifier and load saved uv map. (why add it again ?)- Try to export as *.mod now.
|
|
Always on a quest...
Posts: 3,754
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on May 10, 2015 6:12:15 GMT 10
- Open your model in 3ds max. - Add "Unwrap UVW" modifier. - Save UV map in the "Unwrap UVW" modifier menu. - Then export your model in *.3ds format without "preserve max texture coordinates bla bla". - Then create new clean scene and load your scene for export into *.mod. - Import your *.3ds model. - Add "Unwrap UVW" modifier and load saved uv map. - Try to export as *.mod now. ^_^ You can also try same process but without saving UV's and with "preserve max texture coordinates" option checked when export as *.3ds. If this will not ruin your UV's then you don't need to do anything with UV's. i am a little confused - Open your model in 3ds max. - Add "Unwrap UVW" modifier. - Save UV map in the "Unwrap UVW" modifier menu. - Then export your model in *.3ds format without "preserve max texture coordinates bla bla".- Then create new clean scene and load your scene for export into *.mod.- Import your *.3ds model. - Add "Unwrap UVW" modifier and load saved uv map. (why add it again ?)- Try to export as *.mod now. TBH i dont add it again unless i delete a part of the mesh then its needed
|
|
Busy, but still here
Posts: 326
|
Post by on May 10, 2015 6:38:52 GMT 10
i am a little confused - Then export your model in *.3ds format without "preserve max texture coordinates bla bla".- Then create new clean scene and load your scene for export into *.mod.1. An option for saving. 2. Regular "create new scene" process. Try it and you will see what am I talking about. Another words, just follow the steps first. - Add "Unwrap UVW" modifier and load saved uv map. (why add it again ?)To load saved UV's from *.uvw file and make sure that UV's are in place. Sometimes you need to do this to get back your UV map, sometimes not. Depend of the different things. Just try and choose optimal solution for your situation.
|
|