I've just exported a model from mudbox as obj into max, and its kind of knackd the uvs.. they are all in the same shape but there are uv seams along the edges of each original base meshs poly (ie, large green square patterns in the uv editor amongst the subdivided polys). kinda sucks as I wanted to relax them...
setting the weld value to 0 does nothing, and 0.01 (the lowest value I think) mashes some of the uvs together
edit: well I ended up just scaling up the uvs hugely and welding. does anyone know how to avoid that altogether though?
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also, maybe mudbox's obj importer is weird and somehow split the uvs on import? Or max/silo broke the uvs on export... maybe try some test meshes from different apps in different formats to troubleshoot it.
will see if I can pin down the weak link
doh! schoolboy error