
Sorry for all of the questions, rambling, just frustrated. The channels and the UV are still there, but they won't stay correct.Īny help would be greatly appreciated, after three weeks of fighting with this, I'm about to shelve this project. When I select a new channel in the UVW unwrap modifier, I get the notice "move or abandon" which is the correct one in my case? Also I have seen the reset UVs button, do I use this at all after I select the new channel? Do I keep stacked all of the mods or collapse them as I go? What is the correct order of doing this? Every tutorial I have read or watched they show a cube or other simple object and all sub objects are in the same channel, no one ever goes deeper into channels. I tried laying them all out together and it doesn't work in my situation. Reason I'm using 5 channels is because of having the ability of texel quality and texturing tough positions, the painting program sees these channels and permits me to hide parts of the model while painting. When I export it as an obj and take it into an outside painting program, the UVWs are back to original positions.ugh. I apply the modifier again this time selecting channel 2, into editor flatten then collapse. mdl especially for rendering but it's a lot of work and IMHO you may as well just model in gmax to begin with and then you don't have this problem. 3ds from MCX and import it into gmax where the UVWs can simply be moved onto the square then export a.

I apply the modifer with channel 1 selected, go into editor flatten the map, then go out and collapse the stack to bake channel 1. It's possible to export a sketchup model as. The problem is (well other than me lol) the UVW unwrap modifier, it's not saving the channel information. Each is color coded, named and proper map and ID channels applied. I have a building in Max, where I have 5 multi sub objects, due to complexity.

I have been fighting with this for three weeks, reading everything I could find and coming up frustrated every time.
