Vitriks Posted September 8, 2016 Posted September 8, 2016 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     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. Â
SlapMeSilly Posted September 8, 2016 Posted September 8, 2016 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.
Vitriks Posted September 9, 2016 Author Posted September 9, 2016 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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