View Full Version : Dmm Uv issues

12-17-2013, 02:40 AM
Well Hi Folks.

I was just wondering to get some annoying uvs issues.I tried to break a simple sphere of polygon from Auto-cage technique.I found that when ever the mesh breaks the uvs become splatter and spreads all around the Uv texture editor.

What is the best way to get rid of this issue.Pls help its way tooo urgent since working on some Imp projects.

12-17-2013, 07:52 AM
I move my original UV's about 100 units over before I start simming.Sim. Then I expose internal faces and highlight all those splatter UVs and do an autoUnwrap, move that tile over 1 space then bring the originals back into the zero to 1 space. The other benefit to doing this (after simulation) is if the splatter uvs dont unwrap evenly (ie some are way stretched) then you know that you are getting tet stretching and that your sim is unstable...giving weird results when rendering.
good luck

12-17-2013, 09:09 AM
Thanks dear friend.I really appreciate the quick response.

All I just request to the developers to have more easy way outs for in-consistent uvs.