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exporting Texturing in 3ds format

Started by Jonathan, January 10, 2010, 02:33:18 PM

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Jonathan

How can I make the UV points "ilive reader" friendly when exporting from 3ds max?

I've textured (very basic texturing) a model by just setting the width and height and offset. Now I want to export it as 3ds to the reader but if I do that then the UV points will be in the shape of model. I want to make it so the sides are exploded.

For example if I have a cube that is textures I want to end up with 6 seperated squares.

Is this possible and please say if I haven't explained very well.

Jonathan

mightygoose

i've had issues with this, you need to assign each texture a group of elements, that you group numerically "group 1" "group 2" etc in max, then in reader you have to reassign the texture to it, as for the mapping orientation i didnt think that was possible, as far as im aware you have to edit the texture so when it imports it works ok....
NAM + CAM + RAM + SAM, that's how I roll....