So I have this twisted tree that I'm trying to correctly UV. In 3ds max, I made a seam that spirals down the center and used pelt mapping to stretch the UVs into a big square, but the texture is a bit stretched in some areas.
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Honestly, I wanted to know if I can use Substance Painter to just completely re-do the UV's and re-paint this.
But since I'm tiling this single wood texture to UV it, this happens in Substance
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What is a good way to do this?
(This is for Unreal Engine 4. Also, I would use displacement mapping (tessellation) for all the bumps (and maybe not twist the geometry) but I figured it'd be too demanding for how small I want to tile the texture, but I'm still open to doing it that way).
Thanks for any help!
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