EDIT: Think I've found the solution. Scaling the UVs up and moving them seems to solve the issue - Not sure why this fixed the issue, but it appears to have. If anyone can expand on this please do post.
Hi all, quick question.
In the 3DS Max 2015 UV Editor, you can use the "Select Overlapping Polygons" to select all UV shells that are currently overlapping. As shown partially below:
However, when I use this function, it isn't selecting all of the UV shells - it's getting some of them, but not all of them.
Below screenshot demonstrates that all of those rectangle-shaped objects are overlapped perfectly, however only the top set of them are being selected.
I'm asking because this will really bottleneck my workflow if I have to manually find all of the overlapped polygons and offset them by 1 for baking. Is there something I'm missing or is the UV editor just being it's usual glitch-prone self? >.<
Cheers!