Hi
Im currently doing a small open source pacman -
http://forum.unity3d.com/viewtopic.php?t=48259
I ran into some trouble while importting to Unity from 3dsmax. The testure Uwv map is distorted in unity, while it look ok in 3dsmax. Can anyone care to explain me why it it happens - i suggest is is something with the export settings, but i havent figuret what im doing wrong.


Your picture links don’t seem to work. I haven’t come across any UV map problems with unity since I stated using it though.
I guess it’s possible that if you used cropping or something, that might not translate well when exporting. Without being able to see what you did it’s a bit hard to suggest anything.
I can`t see any of the images either (404). Could you try posting them somewhere else so we can have a look? 
If you are using the FBX exporter from Max, make sure that the object is an editable mesh and not an editable poly before exporting
Hmm didnt work for me perversonality, i guess my mesh at some point got Fubar in the process. I admit that it is not unwraped, but sort of stiched up along the way. The ting is, why does it present well in max, and not while exporting?
Further more its not all the textures that Fubar up. Take a look at the gradient texture on the sides of the walls.
Max viewport

Unity view

That is strange, right. Not easy to see a lot in those images though, but have you tried exporting from 3dsmax and then importing the same mesh back into max again? Just to see if it`s the exporter that messes up or not.
If that doesn`t help, feel free to send me a pm, so maybe I can have a look at the file.
Roald
This is probably the root cause. When you say stitched up, what exactly do you mean?
Finaley its working. It was the good old pain in the butt ‘Map ID’ within 3dsmax i forgot to assign to each material.
