OK. The problem came back. I wasn't in sub-object mode before applying the unwrap and the vertices aren't at 0,0. I can select the face in the edit UVW window and move it around so the definately aren't locked at 0,0. Is this what you mean? None of the faces are hidden as suggested might be the problem. I haven't changed…
I agree connect is a lot better than cutting in new edges. But it depends on the action. Cut in vertex mode is pretty much asking for a big pile of hurt and headache. Cut in edge mode instead it's much more predictable and reliable. I've never had edge mode cut freak out and try to assign the edge to an arbitrary point…
Are you using MatIDs and hiding MatIDs for the vertices? Are you in sub-object mode in the edit poly before applying the UVW unwrap? Is the vertex always in the 0,0 position? This was a bug in Max 9 and lower, where when you auto-unwrap it would sometimes jam the W value of the 0,0 vertex to near-infinity.
Fawn, even if UVs are usually seen as a 2d thing they are actually 3D like everything else that has space coordinates : UVW. What Ghostscape suggest is that your W might be set to an annoying value. Try selecting these guys using control-A, then switch to a mode showing W (If I remeber correctly Max let you chose what…
- Make sure you're not locking the selected verts (space bar/little padlock by the type in transform and MatID box). This drove me nuts in Unwrap and in the regular viewport had to unbind the keys. - Switch to another rendering method. Software, OpenGL. (Customize > Preferences > Viewports tab > Choose Driver > Revert from…