uv help

Discussion in 'Gallery & Designs' started by Nothing, Feb 28, 2008.

  1. Nothing

    Nothing Longtime Member

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    i cant get the uv maps from lightwave to pepakura. anyone have any ideas as to why?
  2. Stev0

    Stev0 Active Member

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    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.
  3. Nothing

    Nothing Longtime Member

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    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.
  4. Stev0

    Stev0 Active Member

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    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.
  5. ThunderChild

    ThunderChild Active Member

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    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...
  6. Nothing

    Nothing Longtime Member

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    thanks guys ill try both these things.
  7. Stev0

    Stev0 Active Member

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    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.