Overload Posted July 21, 2009 Share Posted July 21, 2009 Is there a way to keep UV's separated (similar to breaking apart say a character in Maya), even when all the points on your geometry are not? I have objects which need thickness, and I'm able to move the UV's so they are not on top of each other, but once the geometry gets fused back together, it automatically welds all the UV's causing a huge mess. Help would be great, each side needs its own texture applied. Thanks! Quote Link to comment Share on other sites More sharing options...
anim Posted July 21, 2009 Share Posted July 21, 2009 your uv has to be vertex attribute instead of point you can specify this when creating uvs (UVProject, UVTexture, UVPelt..) or simply promote uvs to vertex before fuse sop Quote Link to comment Share on other sites More sharing options...
Overload Posted July 21, 2009 Author Share Posted July 21, 2009 your uv has to be vertex attribute instead of point you can specify this when creating uvs (UVProject, UVTexture, UVPelt..) or simply promote uvs to vertex before fuse sop Drrrr...man thanks! Didn't think of that one. Works great now. Quote Link to comment Share on other sites More sharing options...
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