I’m not able to generate a proper UV mesh from closed lofted fillet polygons.
The UV mesh is not proper at the surface seams (see image) while it appears proper in Rhino.
Workflow: generated loft in GH (see attached), export as MotionBuilder FBX (see attached), imported in Substance Painter.
I have tried for a few days now every option I could think of including explode poly, divide curve, etc. before loft, played with the mesh export parameters - all with the same results.
The problem is in the export to FBX and import into Substance Painter.
How did you generate your image? Was it made from the FBX file provided?
I would love your image in Substance painter
Inside Rhino things look fine.
Ideally it is just me a bad operator.
Wow, I may have been trying to fix something that does not need fixing It shifts the issue to why does Substance painter make it look so bad?
Could you resave the file for me from Blender and I’ll try to open it in Substance Painter?
Did you tweak the “Mapping coordinates”. My SP guy says that my UVs in my file are not bad perse, they are just bunched together. Could you send me your .blend file and I have my SP guy take a look exactly you did to get it to work?