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Solved: Overlapping UVs = hard edges in 3DO?

I've imported a lowpoly model in 3DO, but 3DO always seems to split the vertex normals where there are overlapping UVs.



This is an asset for a mobile game, so I need the overlaps. Each side of the building uses the same UV space, to save texture resolution.

I could re-pack the UVs so there are no overlaps, but this would cause two problems:
1. I would have to crop the texture afterwards, and reset the UVs so they're overlapping again.
2. Painting across an edge of the texture will not put paint on the other side of the texture.

I tried offsetting all the overlaps 1 unit in UV space, and importing this. But then the offset UVs don't show any paint in 3DO.



I tried OBJ and FBX formats, but both show the same shading errors.

Am I just trying to use DDO outside it's intended use case?

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