G-Man9566, on 03 February 2012 - 07:35 AM, said:
Ashaman73, on 03 February 2012 - 06:25 AM, said:
Max, better most modeling tools, allow to assign more than one uv-coord to a single vertex. In this case, you need to split your vertex and assign the different uv to unique vertices. That is the reason, you see no artifacts beside the expected seams when using max (the border vertices got more then one uv-coord), but got warping artifacts when using shared vertices in your mapping code.
No but when I use the UV's that were exported WITH Max, I get the same result as in Max (the desired result) on excactly the same mesh. So it is litteraly JUST the UV coordinates ons those edges that differ.
What ashaman was saying, is that in 3DSMax the vertices on the corners become unwelded, in order to have seperate UV coordinates. You will find that along those seams on the 3DSMax exported version of the file, there are infact at least 2 vertices for each of those points on the sphere, both have the same position & normal, but will have differing UV/Tangent/Binormal values.
Most UV unwrapping algorithms operate on each face as a unique surface, then re-weld vertices that are within tolerance (or the inverse, and break vertices whos tolerance from connected vertices diverges too much)