Yep this is a pain. You see in max the texture vertices and the mesh vertices are not related at all! And so you may have more or less texture vertices then mesh vertices, f you have more then it causes problems. There are a few things you can do.
One is in the editible mesh panel select all the faces below the waist and detach them, then attach this new object that you just detached. This will seperate the vertices at the waist which is not the same as breaking them. Breaking vertices will result in many vertices and may cause hard edges when smoothing. Do the detach/attatch where all the other uv's are broken, that is where the the mesh is continous but the uv's are not, for example where the waist and chest meet. They are continous but seperate "chunks" in the uv editor; the border verts have multiple texture verts which is what causes problems.
Two is to break all the verts that share texture verts. Not as elequent but works. I wrote a script for this purpose that finds all vertices have texture vertices shared and breaks them. The result is many more vertices then you need and possible smoothing problems, it works but not as reccomended as option 1. I'm not at my home pc right now but when I am in about 5 hours I can upload it for you if you want.
Three is to break all the verts. Bad idea :p
Bookmarks