Hey guys. I tried perusing the forum and web…and didn’t find anything decisive on this issue. I have a 2nd UV channel set on the Bump Map slot…UVs to match. I see UV2 getting exported when I look at the mesh output from the export log. But looking at the model, it doesn’t have the correct UVs for channel 2…still uses Channel 1. I am currently using an older build (Oct 22nd build) so it could be that this works in latest.
@Jefro5, currently we only support UVset 1 for base color and normal maps. It’s definitely within the realm of possibility, though. Do you have a scene you can share as a POC of how its configured in Max?
Otherwise you can always modify the TextureInfo entry in your glTF, and add"texCoord":1 to it
Thanks for responding. I see. Here is a file that you can use to test with. It has a simple model with a texture with transparency on channel 1(UV0) and a normal map with different UVs on channel 2(UV1).