Hi guys, I'm getting this problem when I export a mesh from max 2010 into mudbox 2012. What happens is although it seems fine at first, when I apply any texture to the object it seems to try and re-draw some faces as though they're welded to some other random verts on the mesh. I'm assuming this is an issue with the UVs because in wireframe it still shoes the correct mesh layout, it's just how it renders the texture.
I've tried smoothing groups, no smoothing groups, exporting with 'NONE' settings and with 'Mudbox' settings. I've applied Xforms and tried Normalizing the mesh - nothing seems to work. I've even checked all the UVs and they all seem fine. Any ideas on this?
Cheers,
Tom
Replies
Sounds like the white sparkels you get with some graphic cards(mostly ATI i guess)
then the moment I put a material on it it does this...
as you can see it seems to be displaying the texture as though maybe it's trying to weld them to edges of mirrored UVs or something...
Have you seen anything like this before?
Possible things to try would be:
- Look for overlapped and flipped uv shells
- make sure all verts are welded correctly
- reset xforms before exporting
- import it in max into a fresh scene and export it again
- more suggestions to come if none of this helps
Just look out in the help file for something like "setting up your model for texturing"