I made a number of modular assets in max 2012 and exported them as .ASE's as I have done loads of times. I made my environment from these peices then went back over them to UV them and basic texture. My first UV channel has the UV's going out of the UV space as it is a tiling texture, I have never had any problems with this before. When I went to make my second uv channel for the lightmap I arranged the pieces inside the UV space and after making sure there where no inverted, or overlayed objects or stray pieces I exported it again.
What has happend is that every mesh I exported the second UV channel is totally screwed and the first UV channel shows nothing other than a small red line in the top of the UV window. I have never ran into this issue before and it is totally baffling me. Anyone have a similar issue or know of a fix, or even what it is I have done wrong?
I have spent the better part of the day trying to find the cause of this and cant find any. In max they look fine, in UDK they are just garbled.
Replies
Have you tried using fbx instead of ase?
Also I use channel 2 in max and Channel 1 in UDK for my lightmaps.
I am working on some more assets now and will upload a picture as soon as these are ready. If the problem persists that is. I ended up going back to 2011 to make these assets to see how it reacts. Cheers for the replies tho.
Cheers
mind tossing the .obj on here so we can have a look?
Also the uv display mode in udk won't display Uvs that go out of the zero to one space properly. It does not mean they are broken. It means the display in the uv viewer is not designed for those kinds of Uvs. Your Uvs look fine in the viewport to me.
I then copied all the objects form this scene into a new fresh max scene and exported the same object again and no problem. The same UV's, the same object and the same UDK scene, but from a scene created in max 2011. I have no idea why this worked as no one else I know has had an issue with max 2012, very strange.
Just so I can clarify as I am clearly mistaken on this subject. Can I have UV's going out of the UV space in UDK (Only for the 1st channel not lightmap).
Thanks
I completely fixed it today. I thought I had it figured last night but hadnt and then today on an off chance I stumbled across this thread from a while back.
http://www.polycount.com/forum/showthread.php?t=75615
For some reason it was the texture map in Max that was causing all the uv's to go crazy in UDK.
If anyone else stumbles across this as I did, here is the solution, in caps so its noticeable at a glance.
THE ISSUE WAS CAUSED BY HAVING A TEXTURE MAP IN MAX APPLIED TO THE MESH AND SET TO TILE MORE THAN 1 X 1. REMOVING THE TESTURE MAP OR SETTING TILING TO 1X1 WILL FIX THE ISSUE.
This is a totally mad problem and is so wierd to fix, no idea why it is caused but im glad it is sorted