I've a problem with exporting meshes to .3ds in max 7. When I add a custom unwrap [anything not automatically applied when the primitive is created] it splits the mesh along the uv-seam when it is imported into our game engine.
Is this something that can be fixed on my side, or is the error lie in the engine being written?
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You'll have to switch to a different 3d model format if you want to get round this problem. Unless your coder feels like writing some code that welds vertices on an identical location every time it loads a 3DS mesh into the engine?