Ogre max, submeshes and UVs

Hey there,

So I am trying to import this character which I split into pieces (head, torso, etc), all part of the same mesh, but separate elements. Did the UVs and normal map in Zbrush, all fine and dandy. NOW… i export the model into jme3 and when I apply the normal map, what do I see? UVs are scrambled! Even if I split the model into submeshes, shouldn’t each one keep it’s UV coordinates? So if I apply the big map, it should all be fine right?

Any ideas what I’m doing wrong or how I can trick this into working?

Many thanks :slight_smile:

you might need to flip the UVs

Nope, since it displays fine if I import the model without splitting it.

I still require some help here if possible. Thanks

Hey guys,

I have solved the problem through a pure stroke of luck. In case anyone else runs into this, you should know that inside 3DMax, when you select your mesh, before splitting it up in submeshes be sure to have clicked the Preserve UVs checkbox!

Thanks again!

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