In 3ds Max, is there a way to quickly crease the seams of your UV or some other method to preserve them when smoothing? The problem is I use edge loops to preserve my edges and when sub-dividing if its a shared edge with a UV seam it shifts the UV's edge outward creating distortion. Any help is always appreciated.
Replies
If you want to texture highpoly meshes, you should consider using the double turbosmooth method or opensubd. Traditional control loop workflows tend to cause too much UV stretching, and there is no real solution for it.