|
Post by fvithii on Aug 18, 2018 11:40:05 GMT -5
Okay, so today I made another necklace with ridiculously high verts (20,000+), and decided to decimate it down completely. I was okay with the quality, but when I went to check the UVs. I noticed that my clean and organized UV had went from this ( imgur.com/a/1uMmJFd) to this ( imgur.com/a/DAaUvbS). Not only is that hard to look at, I'm afraid it'll cause a whole lot of issues that I don't want to deal with in the future. Is there another way to do this that doesn't alter the UV drastically and reduces the verts a lot, or am I just better off deleting unnecessary pieces? Thanks in advance.
|
|
|
Post by inabadromance on Aug 18, 2018 13:23:49 GMT -5
hi! the short answer is no. both mesh and uv are linked. if one gets reduced, the other does to. you either re do the parts that got messed up, or deal with it. sorry this isn't the reply you're looking for I'm sure.
|
|
|
Post by menaceman44 on Aug 18, 2018 14:50:15 GMT -5
You may get cleaner results if you triangulate your mesh first. I've only ever meshed for TS4 in triangles as that's what the game expects and what Studio converts to if you don't do it yourself before import.
|
|