When I look closely, I notice that the UVs have somehow been rotated in such a way that they look fine, but the edges are all rotated wrongly (the seams don’t match up anymore and I can’t island select areas)
Exporting to .obj doesn’t seem to give this issue, but this is not a good solution as I may need to animate the robot in the very near future...could anyone shed some light as to what I may be doing wrong here?
Same problem, havent found a “real/good” solution yet. It happens with mirrored geo., no matter the process it seems (using symm command, or flipping geo and merging). I did find a small hack/fix on the unity forum, which is to triangulate and then quadify the mesh afterwards. It fixes the mirror problem, but edges might not “re-quadify” in the same way as your org. mesh.
Hi, I actually managed to find a workaround that wiil preserve everything, including hard edges, but I am still unsure as to the actual cause of the problem.
Crossposted from my post on si-community:
Update: Ok, this is weird. After some experimentation, I have fixed the issue, sort of, but I have trouble understanding why it would have worked.
What I did was apply GATOR again on the mesh that had problems, but which ALREADY had the gator operator applied to it and frozen beforehand, then export as FBX. Now the UVs seem to be fixed during export, but I have no clue why this would have worked. Would anyone be able to shed any light on this issue?
Also, I noticed that without any tomfoolery of the sort, if I just export the mesh as FBX without hard edges, the UVs will also not be messed up.