Currently have a problem with uvs inside 3ds Max when importing models made and textured inside google sketchup.
The problem with sketchup is that it does not keep uv position centered to the o-1 tile space. This places uvs in any random tile which makes it very hard to manage. Unity3D also has a problem where any uvs placed very far from 0-1 tile produce uv artifacts when the mesh statically batched.
I need a tool that moves the uvs to the 0-1 uv tile but still retain their relative positions.
Someone already posted about a tool which does exactly what I need but it only works for maya.
http://www.polycount.com/forum/showthread.php?t=70380
Replies
Make sure your mesh is an editable mesh (not editable poly), and select just the single mesh, then copy paste this below into a new maxscript in the Maxscript Editor and press control+E to run:
Also be sure to save the max script somewhere.
Below is a screenshot showing what happens before and after the script was run:
Would it be possible to center the UVs without scaling them? If they are larger then the 0-1 UV island, just center to it without scaling them down to fit.
I am also willing to buy any plugins or scripts available that would support this functionality.
edit: added a center button to move the selection by whole units to have its midpoint in the 0-1 range
the initial script works perfectly for me, it would be possible to add a material id to each udim, it would be perfect to have everything automatically in a multimaterial?