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Maya to Max: Problems with UV sets

polycounter lvl 11
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pangarang polycounter lvl 11
Hey guys,

I'm working on an art test which has to be submitted in Max. Unfortunately, I have worked exclusively in Maya and I am having a rather difficult time with the transition. I've managed to overcome the more minor issues but there is one major problem that I'm concerned will cause me to miss the submission date altogether - light maps.

Here is what I've got, all ready to be imported and hooked up in Max (and they were made in Maya and Photoshop)

- geometry with 2 UV sets
- diffuse map (using UV set 1)
- light map (using UV set 2)

The problem is that I am unable to hook them up properly in Max. Upon exporting the geometry, Maya only seems to export whichever UV set is selected at the time, and not both - which is what I need. Either that, or Max is not recognizing the second UV set. In any case, Max is using the same UV set for both maps. Upon linking the second map in Max and switching to another UV set, Max tells me that the secondary UV set is missing.

Please help!

Replies

  • Pola
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    Pola polycounter lvl 6
    What format did you export? Did you try fbx?
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    ^^
    My thoughts exactly, since fbx is a format used to transfer files between various autodesk apps.
  • pangarang
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    pangarang polycounter lvl 11
    Thanks for the suggestion guys. I originally used OBJs so I tried the FBX format instead. However this format is importing with its own problems.

    1) incorrectly scaled too small.
    2) Unlike OBJs, FBX textures are rendering in the viewport. And I can't find the applied material in the material editor. Confusion abound!
    3) There still seems to be a lack of the secondary UV set that I created in Maya.

    probs.jpg

    Please help!
  • toddiej
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    toddiej polycounter lvl 18
    Try this.

    Apply an Unwrap UVW modifier. Pick Map Channel 2. Hit the Reset UVWs button.

    They added a stupid "feature" a while back that copies the current uv channel into the one you switch to instead of actually switching to it. Reset UVWs should make it show up correctly.
  • couette
    pangarang wrote: »
    1) incorrectly scaled too small.
    2) Unlike OBJs, FBX textures are rendering in the viewport. And I can't find the applied material in the material editor. Confusion abound!
    3) There still seems to be a lack of the secondary UV set that I created in Maya.

    Just for future reference, and as you discovered, the obj format only allows 1 UV set.

    As for the FBX issues:
    1) When you export from Maya, you can specify the units. By default it's 1 unit = 1 cm and the scale becomes 1.0. When you import in Max, you need to specify the units (i.e. cm to make the scale 1.0). By default, it may try to convert from cm to inches.

    2) Don't know. I've never exported materials via FBX.

    3) What toddiej posted above should work. Though, in Max 2012, you should get a dialog box that let's you move the current uv set to the new channel or not. If you don't, the other uv set should be there.
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