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3ds Max 2015 Service Pack 3 UV coordinate problem

Discussion in 'General Graphics' started by kamullis, Jan 20, 2015.

  1. kamullis

    kamullis

    Joined:
    Feb 7, 2013
    Posts:
    21
    I just wanted to give everyone the heads up after driving myself crazy with this problem for a couple days.

    It appears that installing sp3 for 3Ds Max 2015 will cause problems with UV coordinates in Unity3D. I had installed this service pack just before going on a 3 week vacation so I wasn't having this problem before leaving and now, trying to get back into normal work life I am confronted with infuriating bs, known as Autodesk.

    Here are images of the issue I have been dealing with.

    Roofsteel_3dsMax.jpg Roofsteel_Unity.jpg

    You can see how the different polyogon faces in Unity seem to have different UV coordinates, where as they clearly share the same coordinate space in the 3Ds Max screen grab.

    I finally saved the file back to 3Ds Max 2014 and then exported an fbx out of 2014 without changing a thing and the textures are coming in just fine.

    I just wanted people to know about this in case they run into the same problem. This was not happening with sp2 installed so if you have installed sp3 you will need to downgrade to sp2. I submitted this issue to Autodesk so hopefully they will get a fix out.

    And just to clarify this is with a UVW box map, not an UWV unwrap.
     
  2. ismail_GP

    ismail_GP

    Joined:
    Jan 21, 2015
    Posts:
    1
    Hello kamullis, I had the same problem, I tested the same model in unity and unreal in both engine the uv was stretched but in 3ds it loock good and I test with UV UNWRAP same problem when export to both engine I hope they will fix the problem soon
     
    Last edited: Jan 21, 2015
  3. joseangelmr

    joseangelmr

    Joined:
    Feb 23, 2015
    Posts:
    1
    Hello friends, today I have a model in 3ds max with vray textures assigned, perform a Render to Texture to bring textures in 3ds max to unity and when to assign these textures in unity, I get cluttered, as happened to KAMULLIS, someone has been able to fix this?. Thank you
     

    Attached Files:

  4. picpic1979

    picpic1979

    Joined:
    Feb 11, 2015
    Posts:
    6
    Hi

    I'm glad to see that i'm not the only to have the bug, it made me crazzy for an hour !

    I have a bug with matID to, i can't assign properly a matid in max and see it work in unity !

    Really autodesk !!!
     
  5. picpic1979

    picpic1979

    Joined:
    Feb 11, 2015
    Posts:
    6
    I saw on autodesk forum that we can export properly you just have to turn your object to mesh !
    modifier turn to mesh on top of your stack !
     
    Eric-Chadwick likes this.
  6. Eric-Chadwick

    Eric-Chadwick

    Joined:
    Mar 26, 2012
    Posts:
    20
    Thank you for the Turn To Mesh solution!
     
  7. 26PM

    26PM

    Joined:
    May 2, 2014
    Posts:
    7
  8. ghettotron

    ghettotron

    Joined:
    Dec 19, 2013
    Posts:
    4
    I saw a fix somewhere on Unity forums or elsewhere on this rotating UV map issue in Unity. One of these solutions worked for me; I don't remember which one. 1) If the object is an "editable poly" covert it to an "editable mesh" and try exporting to fbx. 2) If that doesn't work, try exporting the "editable mesh" as an .obj, .3ds, etc. or some other format that you can reimport it. I didn't turn it back to an editable poly just to be safe. Hope this works for you guys. And ya...if those don't work then try rolling back to SP2.
     
  9. Eric-Chadwick

    Eric-Chadwick

    Joined:
    Mar 26, 2012
    Posts:
    20
    Turn To Mesh modifier does the same thing, except it keeps the base modifier as Editable Poly. No need to collapse the stack, export to OBJ, roll back Service Packs, etc. YMMV but it works great for me.