Hello everybody.
If in 3D max forget to move the overlapped shells to UV and save the model(Photo 1), then when you reopen, the overlapped shells in UV will "merged" together and they cannot be selected separately + the cut lines on the model in the viewport will disappear or partially disappear (Photo 2).
I didn’t work at 3D max with UV therefore there were questions:
1. Is this normal?
2. What to do if the shells are so “merged”? Is there any way to fix this (except how to redeploy)?
Photo 1.
Photo 2.
Replies
But sometimes you can forget to do it with one small piece on UV (And it will merge with the lower shells). And see this only when the texture is already done. And I don’t know how to fix this when it happened.
If you have only 1 object selected, with 1 unwrap modifier does this return false:
(Open the Maxscript listener, select your object, paste, and hit enter.)
If it return false run this command and then go to Options | Save Current Setitngs As Defaults
Weld Only Shared means only UV verts that share a geometry vert will be welded. It's considerably slower on million+ poly meshes. But you shouldn't notice a difference.
I recommend not checking any Optimize options. That's like jpeg compressing your source photoshop files.
If this is for a game then the game engine will optimize again on import, no need to double compress/optimize.