this one happens when i export as fbx,as obj all looks ok, is there anything i should be doing different? in max it all looks ok too as you can see below
When you say that the UV's look okay, do you mean you've re-imported the .fbx file and checked it, or merely that the source looks fine?
Check that you don't have multiple UV channels; OBJ only supports the one while fbx supports multiple, so you might accidentally be exporting a second UV map with junk uv's, which might explain why you're getting this with fbx but not obj. Otherwise, check your fbx export options.
o wow, when i imported the model in max the uvs looks messed up the same but when i checked the uv editor everything looks fine as how i mapped it originally in max,
anyone wants to have a look you can here, i uploaded the fbx file, also is it better to export fbx for games or obj? they will be used in unity but i notice fbx files are significantly larger than just a obj and the texture maps https://www.dropbox.com/sh/xalwz1bhocf42fp/AAALr236onZyYmaQ11iE82nOa?dl=0
Hit relax on those poly's and you'll see what's up. I had this issue when I transfered UV's, did you do this at any point? Or do a mirror? Sometimes Max seems to get hung up on vertex order etc. The UV map looks fine but it's not what Max is using, in a sense. I'm not sure how to fix this other than to relax and manually fix problem areas. For what it's worth, this is pretty rare.
I think this might be a bug in FBX export in 3dsmax 2015, prior to export, you should convert your mesh to editable mesh, then back to editable poly. If you export it then it should be ok.
Replies
Check that you don't have multiple UV channels; OBJ only supports the one while fbx supports multiple, so you might accidentally be exporting a second UV map with junk uv's, which might explain why you're getting this with fbx but not obj. Otherwise, check your fbx export options.
https://www.dropbox.com/sh/xalwz1bhocf42fp/AAALr236onZyYmaQ11iE82nOa?dl=0