If you are having issues where a model’s textures go nuts when you import to textools, I have found a fix.
When you export your model from textools and do “unwrap UVW” in 3dsmax it can look similar to above. This is why we need to do break.
USUALLY : “select vertices, and hit break.”
Now sometimes this can leave you with a model that goes low-rez. Going from nice and smooth
to sharp edged and looking like it was made for PS1. This is what I’ve come up with a fix for.
First, get your model in the right position and such, do reset xforms if needed (if it comes out the wrong rotation in textools)
Skin wrap, as you would usually do.
When you import your model into 3ds, if it no longer looks smooth, here is where my instruction comes in.
At this point you should have :
Skin
skin wrap
editable mesh(or poly)
Select editable, and then go above to modifiers and choose “turn to poly” so the list is :
Skin
skin wrap
(turn to poly)
editable mesh
then right click turn to poly, and hit “collapse to”, this will leave skin and skin wrap alone, and change editable mesh to editable poly.
click editable poly so that it expands, select vertex. drag-select the vertices of your model go back to the right side and scroll until you see a button that says [break], and click it.
then go ahead and export and import your model to textools
this seems to fix the UV placement, and keep the model from becoming low-poly.
Now I can’t say this will work for everyone, but it worked for me on at least two cases.