Thread: Degenerate UVs
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Old 26th May 2020, 07:09 AM   #6
stitlown
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Join Date: Oct 2008
Posts: 67
Default Re: Degenerate UVs

Andy, are you aware "Sculptly Extrude" generates degernerate UVs (or more specifically, generates no UVs at all.

I would have expected that it was possible to capture the UVs of the downstream edges when scultply extruding.

My example is a cylinder primative I'm trying to make into a pole. The primative itself is just one segment long so one technique is to scultply extrude it into the pole I need, but that then creates a whole new UV painting challenge.

Any ideas? BTW, hope you are safe and cosy at home during the COVID crisis. Cheers, Lx

Also, are you aware sculptly extruding leaves unattached vertices. For example, if you take a primative 16 segment cylinder, it will have 2x16+2 vertices and 3x16 surfaces. If you scultply extrude one end, you'd expect to get 3x16+2 vertices and 4x16 surfaces, but the result is 3x16+3 vertices and 4x16 surfaces. There is a redundant central vertex left at the site of the extruded-from surface. Lx

Last edited by stitlown; 26th May 2020 at 07:20 AM.
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