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"Seams/Creases" on Model After Assigning Material IDs

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GR1EVER

Programmer
Mar 6, 2003
23
US
I use gmax, which hopefully is similar to 3d studio enough for this question to be pertinent.

After I made my model, I assigned 33 different material IDs to it, UVW Mapped all 33 groups, unwrapped the whole thing, and partially textured it.

When I exported it as a Quake MD3 file , and opened it in a different program (3d explorer), I found that there were nasty creases/seams that outlined the group of polys that made up a certain material ID.

picture:
(there are also seams where the gizmo has that green line... that indicates where it's cutting the polys to unwrap them.. you know what I'm talking about)


Why does this happen when assigning mat IDs shouldn't change the physical structure of the model? And more importantly, how do I fix this?

Thanks in advance.
 
Is there a tiling option that you can adjust? I know there is in 3d Studio, but not sure about gmax.
 
My first guess it that somehow each material ID also belongs to a different smoothing group. Smoothing groups tell MAX how you want the object's faces to be blended together. Faces that are in the same smoothing group that are next to eachother are blended together. When you have one group of faces in one smoothing group, and another group of faces in another, and you put them right next to eachother, they will not blend together, creating thoes 'creases'. Check to see wether or not the areas are also in different smoothing groups. Any faces you want to be blended together should be in the same smoothing group.

I hope thats the problem and this is the solution!

(By the way, smoothing groups are located on the rollout, its that grid of like 30 numbered buttons)
 
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