Re: Degenerate UVs
OK - here's just one of the surfaces that is causing a problem.
Although it looks like a triangle, it's actually a quad. I have moved some vertices to show this. When this is triangulated (all polygons are ultimately turned to triangles before rendering), the top three vertices create a triangle with three vertices in a row - i.e. a triangle with no surface area, and therefore impossible to UV map correctly.
The solution here is to select the upper mid vertex and the lower vertex and then use Vertex->Slice-surface to split the quad into two triangles - shown in red/orange in the final picture.
So - degenerate UV detection is working but it was hard to spot what was causing it.
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