For anyone else who comes across this because of the issue, note it appears to be a bug with the QTip 3.1 (Max 2011) Exporter. I sent the developer an email.
It appears the 'Force to Fixed Width' option doesn't affect the uv layout at all.. so it still trims everything down to an odd size. So if you create, say, a 1024x1024 texture and apply it, the uv layout will still be for a (at least in my case) 984x989 map. The workaround appears to be to let the exporter create its BMP texture and then convert that yourself to jpg. From what I can tell it creates some color/brightness degredation, but until it's fixed, I guess it will have to do... or you can put your texture on top of the one generated and crop it to fix I guess. Anyways, just a heads up. :) On Oct 28, 11:47 am, Revalis <[email protected]> wrote: > I sent a support email to the guy who built the QTip exporter as well, > but I was curious if any of you guys were using it and encountered a > similar problem. > > I am able to import my .md2 model and animations from Max just fine > but the materials seem to be giving me problems. The UVs don't seem to > be importing properly. When I assign the .material to the mesh in away > 3D, I get strips of black on the model that appear to be from outside > of the UV layout. > > There's a control for Oversampling in QTip, but this doesn't appear to > have any affect on the padding that is being exported on the texture > coordinates. > > Anyone else having this problem or even using QTip?
