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zyrolasting

DX9: Model ignore UV mapping after Maya Export

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When I construct a mesh in Maya, I typically add repeated textures on certain faces to help detail. I use Vernon's cvxporter to send it to an .X file, and upon loading it in game, it looks ugly since all UVs for a face are set to one of the four corners of texture space. So... It's like I get another kind of texture repeat. Say I make a cube in maya. I have an image of a floor, ceiling and wall. (All three textures in one file) I run my app once the mesh is set, and some faces have the entire image on one face, leaving this triple-room swirl very unpleasant. Is there an issue with loading these, or am I making a bad practice somewhere? I typically move UVs in Maya about until they are where I like them. Nothing big.

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