# Overlapping UV's not true

**URL:** <https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892>\
**Category:** Asset Creation\
**Tags:** overlapping-uvs, unreal-engine, question\
**Created:** [January 4, 2017, 5:51pm UTC](https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892 "2017-01-04T17:51:22Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![werx60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@werx60](https://forums.unrealengine.com/u/werx60)\
**Post date:** [January 4, 2017, 5:51pm UTC](https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892/1 "2017-01-04T17:51:22Z")

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This is driving my nuts. I have a piece of geo inside 3ds max that has 2 different unrwap modedier on it. Channel 1 and Channel 2 for the lightmaps.

Everytime I import it into UE it tells me that object has overlapping uv’s. I open the object up and look at the channels and its only showing 1 channel. So the 2nd channel is not only showing up the channel its showing is not the channel that I made in 3ds max?

Very strange. Anyone have some ideas?

Thanks  
Alex

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**Author:** ![anonymous\_user\_d9aa7bc0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d9aa7bc0](https://forums.unrealengine.com/u/anonymous_user_d9aa7bc0)\
**Post date:** [January 4, 2017, 9:33pm UTC](https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892/2 "2017-01-04T21:33:10Z")

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Did you uncheck the generate lightmap option when importing?

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**Author:** ![anonymous\_user\_d9aa7bc0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d9aa7bc0](https://forums.unrealengine.com/u/anonymous_user_d9aa7bc0)\
**Post date:** [January 4, 2017, 9:41pm UTC](https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892/3 "2017-01-04T21:41:13Z")

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Oh wait its 3ds max. First thing is before exporting to FBX make sure that you convert to editable poly, if you don’t, I believe the modifiers won’t be taken into account when exporting. Also I try not to have 2 unwrap modifiers at the same time. I make the first one, finish it, convert it to editable poly then I make another one moving to the second channel and after I’m done, like I said, make sure to convert to editable poly. This is how I do it and it works for me.

Hope this helps!

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**Author:** ![werx60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@werx60](https://forums.unrealengine.com/u/werx60)\
**Post date:** [January 5, 2017, 1:59pm UTC](https://forums.unrealengine.com/t/overlapping-uvs-not-true/380892/4 "2017-01-05T13:59:22Z")

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Rekenq,

Thanks for the taking a read through my issues. Everything you have describe is exactly how I have done it in the past. Never had any issues until this particular model. I believe the issue is in the fact that I did not create this piece of geometry. Another artist in my office made it and exported it to me so I have a feeling thats the cause of the issue. For now I simply remade the piece in inside 3ds max did my normal uvw and it worked like always.

Very strange.
