Thanks Kevin, that checks out with how the UVs are supposed to be with the current set up.
That UV part is not particularly great or anything, but at least all the data is going into Max properly which will be nice to have nailed down.
The biggest part is that the vertex normals from the original NURBS surfaces are going across to be used when rendering the mesh, that makes for a major reduction in shading glitches.
And then with welding set up it should hopefully be all ready to go so you don't have to apply any stuff like that manually. That would be good because sometimes when you apply vertex modifications to a mesh it could mean that the good vertex normals are discarded and new ones cooked up by averaging faces instead, which makes for a lot more potential for shading glitches.
Thanks very much for testing it, this fix up will be in the next beta hopefully I can get some of the object properties stuff that I am working on wrapped up in not too much longer and put out another beta, maybe 1-2 weeks... Of course that's kind of always what it seems like it is going to take and sometimes it stretches out a bit.
- Michael
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