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3dmax import face mapping

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59
Anyone know why when I import an object for the 3DS and try to map with the FACE happens this?
I do not know how to search it on Internet.
3dse.jpg
 
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3,278
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spain
You are assigning new uv maps to the object, you should not touch the uv maps , just reassing the materials and textures. How ? it's another question, I can help here
 

hairyspin

Resource contributor
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3,253
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unitedkingdom
Bernardo seems to be on it: if the objects were mapped before importing into Max and you apply a UVW Map modifier in Max the previous mapping will be discarded.
 
Messages
59
Thanks for trying to help me
Had no mapping, no texture,
I have that new texture, and as are many buildings with the same texture, using the Face would be better and faster, but is difficult, box works normal, but the buildings are each in a position when I open the editor have several scattered mappings and is complicated to fix this.
as a photo below
3dsbug.jpg
 
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3,278
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spain
A Little weird, as to what I can see I think you need to detach every building it seem the whole scenery be just one object. and texture one by one, apply an UV map to his face and texture.
Select "element" as subobject and "detach". that's all.
 
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3,278
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spain
very right, you can texture any complex object just selecting face by face in the UnWrapp editor pretty easy and fast. but you can control better the texturing with little objects.
 
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1,484
Do you mean its gets hard to map uv coordinates when many faces are in the model? Because of overlap? I'm assuming the op is ok with overlap. A simple way to keep clarity in the uv mapping, is to move each completed face a tile length or height of 1 upon completion. That moves it away from the main mapping window. Once all are done, you can move them back, or leave them alone if tiling is active.
 
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3,278
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spain
I said with the textures in mind, a way to control the materials ( textures sheets) and the things not got messed fast.:eek:
 
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