3D Max UV map error example

Software: Away3D 4.x

3dNewb, Sr. Member
Posted: 31 March 2012 12:41 PM   Total Posts: 105

My previous topic did not get much love, hoping for some more love now that I have made examples and project files.

So, the UV mapping is all wrong going from 3ds to away3d. You can look at the image to see why.

I did apply a UVW mapping modifier so it has a mapping channel

<3

project files : http://dl.dropbox.com/u/17179/away3dbugreport.zip

 

   

Ontheronix, Jr. Member
Posted: 31 March 2012 01:50 PM   Total Posts: 37   [ # 1 ]

Maybe try export as obj?

 

   

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theMightyAtom, Sr. Member
Posted: 31 March 2012 05:05 PM   Total Posts: 669   [ # 2 ]

try with the attached file. (works for me :O)

What’s happening is that Away3D is expecting a square texture map, but getting a long thin map, which then tiles.

If you prepare your maps as square (512 x 512, 1024 x 1024, etc.) and use them in MAX, you should get a one to one relationship when authoring and publishing.

(NOTE: the maps were rotated 90 degrees in MAX compared to your original screenshots)

Good Luck!

 

   

3dNewb, Sr. Member
Posted: 31 March 2012 05:54 PM   Total Posts: 105   [ # 3 ]

Hi! Thanks for your reply, both of you.

I ‘ve been trying some things. Found OBJ to have the exact same issue. So I looked at 3D max 2011 a bit closer. Appears the W angle in the UVW settings is set to 90 degrees at default.
(see attachment)

Away3D does not know of a UVW angle I guess, so setting it to 0 solves the issue, even when using a small thin texture (save a lot of memory compared to your large square texture also)

 

   
   

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