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How to split all edges of your mesh along the UV seams?


Vitriks

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Is there a way to do that with command instead of selecting every seam manually?

 

 

Same .FBX file opened in 3ds max(or Maya) and and Outfit Studio

 

 

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If I export this .FBX straight to .NIF in 3DS Max, borders will look fine.

 

What's wrong with my UV map borders?

 

So

Why does the FBX import create weird texture coordinates?
A: You have to split all edges of your mesh along the UV seams. The NIF format only supports one texture coordinate per vertex, so UV seams need duplicated vertices.

 

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Using figments nif plug in for 3ds will split it for you. I would assume the Bethesda one from the ck would too if you have 3ds 2013.

You mean the plug-in that let you convert FBX to nif? Or it's allows you to split edges inside 3d max?

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