When exporting a 3D house into 3DS Max, it all looks ok until you view the UVW mapping. It's a dog's breakfast! If you then want to export that model to RFactor as a scenery model for a racing track, the textures are totally stuffed.
Does anyone know if it is indeed possible to use a SU textured model this way? Or is it better to go through the tedious task of texturing in max only?
I had similar issues when i exported into Poser (I know... as the name suggests...). Anyway, I ran into similar issues because I had created the model early in my SU career and didn't know the basics of turning faces out. Fixing that helped a lot. I also noticed some problems with nested components and groups. Shaders sometimes didn't' work properly unless I exploded the internal ones and just had one big one. It was weird, and didn't happen all the time, but you might take a look. I don't have Max so i can't test the theory but if I'm right, is should be quick to fix.
You might also look for naming hacks. I know some rendering programs use prefixes and suffixes in the texture names to import parameters. For example, Kerkythea uses "Emit[x]" to set radiance e.g. TextureNameEmit[x]. Maybe Max has similar hacks so that you can speed up the process of texturing, even if you can't get a clean import from SU.



