![cant zoom in unwrap uvw 3d max 2010 cant zoom in unwrap uvw 3d max 2010](https://i.vimeocdn.com/video/19735654_1280x720.jpg)
At least now I know how to figure out where the problem is. I cut up the walkways so they aren't stretched across the uv map tiling as far as they did, but didn't seem to fix it. It's definitely some other object thats messing with the first deck section and making it mess up, cuz it lines up fine.
![cant zoom in unwrap uvw 3d max 2010 cant zoom in unwrap uvw 3d max 2010](https://64.media.tumblr.com/04ca073f86195fa01f42a441166c2116/92e9d4cbb704f94a-a5/s640x960/f8b9b17dde1e4ce122f3e8a78e6aad2e37cdc075.png)
Yea I deleted EVERYTHING except the two deck objects that arent lining up. These should be moved to the middle square where most of the points should be. If you go 283 squares to the left you will probably find points there. Each square of the grid is basically one texture so if all points are in the middle square all UV coords are within. If you open the UVEditor in O² you will see a grid. Most important question: how to solve your problem? If the texture needs to be repeated 283 times on a single face you need to split the face into more faces. So why does the engine allow values out of that range? If you want to repeat a texture on a face you cant do that within 0 and 1. For your example a value of -283.700714 is the same as 0.299286. How is a value out of that interval handled? For example a value of 1.5 or 2.5 or 3.5 etc. And these UV values are usually in an interval from 0 to 1 (the range I was talking about), because every position in a texture can be described with two values within that interval. So what does a certain U or V value mean? U is the horizontal and v the vertical position in the texture. Why? Because the engine needs to know which part of a certain texture needs to be mapped on the face. Every point of a face needs an U and a V coordinate. But I am bad at explaining.Will try it though. Maybe I need to explain how UV coordinates work.