Yup same thing happening here. Just to test the situation I upgraded to 3dsmax 2018 sp3 (find it on the web), installed and tested it with GoZ. Works fine now. Give it a shot. Cheerio
I haven't tried it across multiple maps but it might. It works great across UV seams. 3dsmax 2011 > Tools > Viewport Canvas [ame] http://www.youtube.com/watch?v=shEl4iMebxM[/ame]
If you know Blender, I think you'll feel more at home with 3dsmax, it has a similar modifier stack workflow (but more powerful), and I think it's tools are smarter implemented than in Maya.
just used 3dsmax to bake. the texture is a solid block of colour nothing else. uv's where done in uv layout and are linked below.. they seem fine? http://imageshack.us/f/201/uvsi.jpg/
Have you turned Qualified Normals ON in 3dsMax? It's turned off by default and can only be activated by editing a INI file. Noors is right, there is no need for support loops. This should work right away.
Yes, the Select Object tool. The button to the left of Select and Move. Default hotkey is Q. http://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-6CEB9419-A182-430C-9C6C-FEE5799324E0
Here are 2 shots with wireframe. I exported to fbx, and took the shots in 3dsmax because UE4 displays all triangles without backface culling, so it was quite messy. Anyway, here are the sceenshots :
Usually I create extra meshes in 3dsmax and import in zbrush is there a way to make complex low poly stuff directly in zbrush ? Perhaps a small tut about it ? Thx fir ur answers...
cheers for the help guys - i tried rotating the texture image like you said, before putting it in to 3DsMax. And that seems to have put MOST of the texture into it's correct place, there are still some gaps ?