Preserve UVs

Hello all
I have made a 3d model in 3dsMax. I have Unwrapapped the channel 1 and 2 ( for texture and lightmap).
In Unity 5 usually when i check “Preserve UVs” i get the same unwrap as 3dsMax.
The “Generate Ligtmap UVs” is disabled because i want Unity to use MY UVs.
But in Unity 5.2 when i check “preserve UVs” i have a completly different result.

Anyone?

I have made a test with the simplest shape… a cube.
Same issue.
It’s a bug? Or i am missing something ?
Thank you

Another test with 2 cubes.
One have smooting, the other no.
The one with smooting gaves me the correct UVs… the other cube without smooting have wrong UVs.
The Smooting Group affect the “preserve UVs” ?

If it’s any consolation I reported that as a bug back in March. ( case 680478 )

I think it’s intentional. Enlighten probably needs seams at hard edges.

(a bit of clarification from a dev would be nice, even if it’s just “it’s by design”)

Yes I think it’s a bug too.
But what is the sense of “Preserve UVs” if Unity do what he want?
I need the ligtmap to be EXACTLY as i unwrap it.
Hope developer can help us to understand it soon.

I beliave that it can be relationated with this:

“3DS Max will single-counts shared vertices with separate normals, but when importing, Unity will split per-vertex normals. If your mesh does not smooth the normals across vertices (smoothing groups), you will get an increase in vertices because each face will have each of its vertices with separate normals generate a separate vertex with a separate normal in the export rather than sharing the vertices with other faces. To resolve this, you should apply smoothing groups to your model, sharing smoothing groups across all smooth faces.”

So probably the one with smoothing group is considered as “one” so it gives you correct uv you unwrapped when you click preserve uv…but the one that doesnt have the smoothing group will have more vertices so he doesnt know what to do with it because it doesnt match with the uv you unwrapped (because the vertices are not shared with other faces)… so it will separate the geometry and make its one uv although you said to preserve uv… this is my theory but really not sure if its that … didnt tried it!

I see your last post is from september, did you manage to fix it?

Useful picture showing how game engine splits imported 3D models:


From Enlighten documents: ‘GI Charts are groups of triangles that share the same vertices

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