Thursday, October 22, 2020

 In addition to the UV errors in the corners of the window mesh, I am still experiencing this error.


There are < 400 fragments, so I do not know why this would be, but I'm now wondering if the UV issues is somehow related and/or the cause. I attempted a whole new set of UVs, but that didn't appear to change anything, so now I'm wondering if the DebugBoolean -> AutoSmooth -> ConverToMesh (e.g. collapse boolean modifier) is somehow mucking things up? 



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