Hi,

Please consider the following image, it's a snapshot of 3ds max. On the side of the model, a texture of 1024 x 1024 is tiled (10 x 10 UV on material editor) "bricks.tga" and on the top of model is a texture of 512 x 512 tiled the same "platform.tga".


(please don't pay much attention to light/shadow, I only exported mesh model)

I have exported it to FBX (with the latest plugin). Everything is ok, expect the texture is not mapped exactly as in 3ds max when imported. Please look at the following snapshot.


(please view the original version, the forum somewhat resizes the images)

I looked into baking textures, but I can't seem to find a simple, right to the point, tutorial for it. Then again, if baking texture is the only option then I'm surprised there isn't much threads regarding it. So I'm hopping there is some way to fully maintain 3ds max uv.