3DS Max fbx model losing UV maps when splitting up meshes
I have an fbx model that had some large meshes with more than one material assigned (multi-material). In unity it only displays the first material in the multi-material. My proposed solution was to just split the mesh up so that I could have one unique material per mesh. But, when I split the mesh up, the UV mapping is lost in Unity. It still looks/renders perfectly fine in 3DSMax but not in Unity. Is there some extra processing I need to do. I do not really want UV map these again as they are fairly complex. Thanks
Answer by rlogan · Apr 21, 2016 at 04:02 PM
My solution was to go into the 3ds Channel info dialog and move the mapping data to the appropriate map channel (1) and reapply material. Because it was originally a multi material the maps were distributed over 30+ channels for some objects. It's ridiculous that I have to dig that deep in 3ds to find the uv mapping index. All is well now...