super-truite 54 Posted June 16, 2015 (edited) I have a model in 3ds max that I unwrapped into several parts using selections ID and multi/sub-object material: http://i.imgur.com/QaVXBtL.png You can see several colors on the model. The red and blue parts and the geen and yellow one correspond each to one object with 2 sub-object materials. Since I have very little time for modding, I am looking for the textbook-lasy method to transform those sub-object materials into different uvsets in object builder ;). Like so: http://i.imgur.com/CuAlZhD.png (this was for an old model and was done manually without using sub-object materials in 3dsmax). One solution would be to export those selections as selections in OB? Is this possible? It seems that only the objects themselves can be exported as selections and for the sake of keeping the model "clean" in OB, I would like to avoid separating the model into different objects and weld the different parts. Edited June 16, 2015 by super-truite clarification Share this post Link to post Share on other sites
PuFu 4600 Posted June 16, 2015 (edited) move in max each individual UVs you want (say red and blue to Uv channel2) and keep green and yellow to UV channel 1 - do this from unwrap modifier Channel> Map channel : try exporting as FBX, and make sure your exporter is set to mantain UV sets (or uv channels for max) EDIT: i did an example for you. find the max file, the exported fbx file and the p3d file here (everything is one object, welded, 2 UV sets): https://drive.google.com/folderview?id=0B0TurMckbx-bfk40UDBBTzZtdTVvNDdYVjJvYUhFMldRTG1WT3JIdDJfX05Uc0VNNndlMkk&usp=sharing Edited June 16, 2015 by PuFu Share this post Link to post Share on other sites
super-truite 54 Posted June 16, 2015 Thanks Pufu, I didn't manage to get to the same result as in your example in 3ds max. For the sake of simplicity, I created this object with two selections: http://imgur.com/bTvWS33 I then add a unwrap modifier (the two selections are separated): http://imgur.com/x5ZTP18 An it is here I am doing something wrong I guess. How do I proceed to set one of the selections to a different map channel? What I did is that I moved one selection outside the UV boudaries, saved the uv, reloaded it in a second unwrap modifier with a different map channel and did the opposite on it (moved the selection away and placed the other selection inside the boundaries). The two uvmaps look like this then: http://i.imgur.com/hoyQ7IK.png, http://imgur.com/SrvSVYU But then I have still both selections visible in the two mappings, which is not the case in your example. Also the FBX option disappeared in Object Builder, but I guess I'll have to reinstall the tools. Share this post Link to post Share on other sites
PuFu 4600 Posted June 16, 2015 (edited) OK, first of, the image you link first, has 5 groups of islands, some outside the 0-1 UV range. You don't need UVs outside 0-1 in the first place. Secondly, the file i gave you (the max file) had 2 unwraps. 1 for channel 1 and one set to channel 2. The way i do it is pretty simple - i select the faces i need to unwrap (you can also use poly select modifier), then unwrap just those face. Then add on top another polyselect and invert the selection, then add another unwrap modifier on top, set the channel to 2 (default is 1) and on pop up click move (http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D - scroll to channel rollout). The way you want to do involves, if i understand some object or subobject save selections (per face or object i assume). It works just the same, just make sure to change the channel for the ones you want in different one. Have a second look over the files i sent you. If you still can't figure it out, let me know and i'll do a small video for you. FBX file should be there if your tools are up to date and installed properly. On OB import you have an option to keep UV Sets or not (tick based selection) EDIT: looking over a second time over your print screens, you selection is set to welded subobject, and there are no 2 selections for each unwrap modifier. That said, you can translate those outside the 0-1 space if you don't want the game to use those in the set channel (i mean the faces you don't use in that particular channel). Edited June 16, 2015 by PuFu Share this post Link to post Share on other sites
super-truite 54 Posted June 18, 2015 Excellent, got it working, thanks again. I was intentionally putting away the uv range to show both selections were still there. I still have the other selection in each uv sets in OB though, but I can leave with that as it takes a few seconds to get rid of them. PS: for those having the same issue with FBX import, the path to the dll folder was not properly set in File->options under Object Builder (http://forums.bistudio.com/showthread.php?182262-FBX-import) Share this post Link to post Share on other sites