Discussion in 'Gallery & Designs' started by Nothing, Feb 28, 2008.
i cant get the uv maps from lightwave to pepakura. anyone have any ideas as to why?
If you can export it to .3ds the UV map coordinates should be working on the model. You just have to reapply the texture maps.
thanks stevo, but now i have another problem. when i try to xport 3ds it wont , something about 3 point polys. everytime i get something worked out something else stops me cold.
Make sure all of your vertices are welded. I am guessing there are faces (3 point triangles) floating around on the model.
For me, I usually have the model in sections that are to be complete parts.
Not sure about lightwave, but I found with maya that I had to delete all histories for my objects in order to get the textures to stay put when I import the .obj into pepa...
thanks guys ill try both these things.
Again... I am not Lightwave savy. However in Max, with parametric modeling, it is a good idea to collapse the stacks and reduce the final model to be exported to a polygonal object.
If lightwave does this. This is a good way to lock in the UV coordinates so that you can reassign the maps.
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