In that thread, @throttlekitty says: "I think a script for this would need to get number of verts, +1 for each vertex on a hard edge that isn't a border, then +1 for each uv seam that isn't also on a hard edge or a mesh border."
I have a script that calculates the vertices on hard edges. But I don't know how to find the second part - the uv seams that aren't on hard edges or mesh borders. Anyone know?
lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors.
So i guess the only info you need is the verts on UV seams?
i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would have that case of hard edges where you do not have UV seams?
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lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors.
So i guess the only info you need is the verts on UV seams?
i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would have that case of hard edges where you do not have UV seams?