Author Topic: What model formats support multiple UV...  (Read 3377 times)

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Offline aldo_14

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What model formats support multiple UV...
..without splitting vertices to support them ala 3ds?

 

Offline KARMA

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What model formats support multiple UV...
you mean multiple uvs on the same polys?

 

Offline aldo_14

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What model formats support multiple UV...
Nope.  Just multiple UVs on the same model where faces with different UVs share vertices.

i.e. 3ds splits vertices to support multiple UV maps - but this screws up the smoothing when I convert.

 

Offline Flipside

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What model formats support multiple UV...
You need to reweld the vertices after you have created the seperate surfaces if it's anything like Lightwave, else smoothing won't take effect, don't know if that helps :)

  

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by Flipside
You need to reweld the vertices after you have created the seperate surfaces if it's anything like Lightwave, else smoothing won't take effect, don't know if that helps :)


Well, there's no way in hell I'm going to reweld anything in TS.........so I'm trying to find an alternate format to export from max.

 

Offline Flipside

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What model formats support multiple UV...
.OBJ Format is a good one, I find, it's pretty portable and I'm pretty sure even Lithium can auto-merge points, 3D Exploration certainly can :)

 

Offline KARMA

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What model formats support multiple UV...
mmm I converted many unwrapped 3ds models without problems, and I often used it as intermediate "safe" format with lithunwrap or 3dexp, so that's strange. You sure there isn't some specific option about this? well, anyway, let's wait for nico's reply

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by Flipside
.OBJ Format is a good one, I find, it's pretty portable and I'm pretty sure even Lithium can auto-merge points, 3D Exploration certainly can :)


I lose the UV when I convert to obj for some reason :(.

 

Offline Flipside

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What model formats support multiple UV...
Ugh! :( Sounds like the ritual I have to go through to get a model into Deep Paint :( I work in Lightwave, but for some reason I have to export as an obj, then, before I load the .obj in 3D Exploration, I first have to load it into UVMapper, and then save it again straight away, again as a .obj. Only now will Deep Paint or 3D Exploration see the UV Mapping properly. It's amazing the things we do :nervous:

 

Offline aldo_14

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What model formats support multiple UV...
It's getting right on my tits, that's for sure.

 

Offline Flipside

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What model formats support multiple UV...
Well, there must be, in Max or Truespace a generic 'merge any two points occupying the same space' command, anyone here able to help?

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by Flipside
Well, there must be, in Max or Truespace a generic 'merge any two points occupying the same space' command, anyone here able to help?


Has to be in TS, natch.  Unless someone knows of a max->cob exporter

 

Offline Liberator

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What model formats support multiple UV...
3d Exploration?
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by Liberator
3d Exploration?


Flips every normal converting to cob, loses UV converting to cob.

 

Offline KARMA

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What model formats support multiple UV...
mmm as I already said, I already converted both 3ds and obj without problems using 3dexp.
Example: the xwaup ships can be converted from opt to uvmapped 3ds, and they use dozens and dozens of different small textures (some ships have 40+ textures...), and I never had any problem opening them with truespace directly and saving the uvcoords, and I never noticed this splitting verts thing.
also, I used 3dexp in the past to convert both 3ds and obj to cob, IIRC saving the uvs for obj too.
And flipping faces in TS is pretty easy, but unfourtunately there isn't a merge verts tool
BTW, if someone can solve your problem, it is probably nico

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by KARMA
mmm as I already said, I already converted both 3ds and obj without problems using 3dexp.
Example: the xwaup ships can be converted from opt to uvmapped 3ds, and they use dozens and dozens of different small textures (some ships have 40+ textures...), and I never had any problem opening them with truespace directly and saving the uvcoords, and I never noticed this splitting verts thing.
also, I used 3dexp in the past to convert both 3ds and obj to cob, IIRC saving the uvs for obj too.
And flipping faces in TS is pretty easy, but unfourtunately there isn't a merge verts tool
BTW, if someone can solve your problem, it is probably nico


You get the odd shading effect on subobjects though, don't you?  That comes from the splitting of vertices, I think (although i'm struggling to figure out why - PCS should weld all the identical vertexes together and, more relevantly, it only occurs if the model is a subobject or LOD level).

 

Offline StratComm

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What model formats support multiple UV...
It's nothing geometry-related that causes that smoothing error, as it occurs on a sphere created in Truespace.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by StratComm
It's nothing geometry-related that causes that smoothing error, as it occurs on a sphere created in Truespace.


Not to me.  I checked with the same sphere as lod0 and lod1 - same smoothing on both.

 

Offline JarC

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What model formats support multiple UV...
Well, in blender, removing double vertices is a breeze, it even allows you to specify how far apart they may be to get welded. However, I have no idea what it does in combination with multiple UV's....
Use the WiKi Luke
See You @ WIGGY's

 

Offline aldo_14

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What model formats support multiple UV...
Quote
Originally posted by JarC
Well, in blender, removing double vertices is a breeze, it even allows you to specify how far apart they may be to get welded. However, I have no idea what it does in combination with multiple UV's....


Last time I used blender it didn't even have UV mapping - at least as far as anyone could figure it out. :)