Puckering normal map
I'm trying to make a backpack, and in the 3D viewport, it looks fine and acts fine.
But in the UV viewport, the puckering normals (map that I want to use), are going through and behind the other UV islands. (pic included)
Any way to fix this issue? Or is this just how puckering works in Clo?
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Hi derickflory. Try turning off Extend Start/End in the Puckering Property editor. This should fix the puckering
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I turned off those checkboxes, and am still getting the issue. They seem to be vertical in my uv screen, but horizontal on my mesh pieces.
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Hi derickflory. If you would like you can reach out directly to us here
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