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Question by Albon · Feb 03, 2015 at 07:42 PM · texturematerial3dsmaxuv

UV Problems When Model Imported Into Unity

Hi everyone, this is my first post here and it's one that's really bugging me as I've had nothing but problems with this project I'm working on. I have a relatively simple model in 3DS Max, which I have unwrapped and textured and it looks fine in 3DS Max, but for some reason, when imported into Unity via both .fbx and a raw Max file, the UV's seem to mess up, meaning any texture I place onto the model is oddly distorted, take a look at the images and what I mean should become clear.

I've tried numerous re-imports, changing the 'Swap UV' value, changing from Tile to Clamped etc. Basically I've Googled everything I could think of to no avail, hoping someone here can save me!

Here's some pics of the problem: alt text

alt text

Thanks in advance.

Simon

problem2.jpg (169.7 kB)
problem.jpg (67.9 kB)
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avatar image karljj1 · Feb 03, 2015 at 09:10 PM 0
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Can you post the fbx file?

avatar image Owen-Reynolds · Feb 03, 2015 at 09:20 PM 0
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It looks like a problem with the model or export. Clearly, problem is the UVs are flipped/spun on various faces. Every problem is right on an edge. Are those submeshes, maybe with some extra parenting which has them spun?

I'm wondering if the good UV is taking submesh rotation into account, but then it's not getting getting baked in on the export?

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