Hello,
I've got a tricky question, but hopefully someone might help.
I created a low-poly model in 3DS Max and when I put textures onto it, I used different Map Channels for different areas of the mesh and differen UVW maps (sphere for the head, cylinders for body, arms and legs). When I convert this mesh to X, there is only one Map Channel and all textures are possitioned according to it's UVW coordinates, so the eyes, for inctance, are located on the neck, etc.
I tried to flatten the UVW and render to texture, but after flattening Max doesn't want to export in X, it just crashes (I'm using DirectX SDK). If I export to 3ds first, then the model receives all the seams and looks terrible, i.e. the mesh is distorted. Moreover, after saving this 3ds as X the model lays on its side, rather than standing on its legs.
Is there a way to export the model so that it looks the same way as in Max (correctly placed textures and correct position and no distortion to the mesh)
Thank you.