RicherSims
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Since modelling and texturing is so much easier in Sketchup than 3DS Max, I created a rotating beacon in SU, exported it as DAE and imported it into Max for animation.
I noticed that when I applied the material sheet to each part of the model, it mapped perfectly, almost as if the coordinate mapping had been preserved in the DAE file and carried over into Max. This seemed to be confirmed when I applied UVW Unwrap to the model and noticed that the polygons on the sheets in the UV editor were (mostly) in the right place.
However when I animate and export as an X file, and use XtoMDL to convert to an MDL, the texture go all out of position.
Is there anyway to get SU textures into 3DS Max and out again without changes?
Find attached, pictures of the SU model, the Max import (with slightly lighter textures), and the final (wack) result in MCX.
I noticed that when I applied the material sheet to each part of the model, it mapped perfectly, almost as if the coordinate mapping had been preserved in the DAE file and carried over into Max. This seemed to be confirmed when I applied UVW Unwrap to the model and noticed that the polygons on the sheets in the UV editor were (mostly) in the right place.
However when I animate and export as an X file, and use XtoMDL to convert to an MDL, the texture go all out of position.
Is there anyway to get SU textures into 3DS Max and out again without changes?
Find attached, pictures of the SU model, the Max import (with slightly lighter textures), and the final (wack) result in MCX.
