A confusing title but i honestly did not know how to convey what i meant in words too well.
So i was testing stretched vs cubed uvs for this displacement method but when importing this -
From maya the results end up like this -
![Image: https://us.v-cdn.net/5021068/uploads/editor/11/nzf3vaen8xb6.jpg](https://us.v-cdn.net/5021068/uploads/editor/11/nzf3vaen8xb6.jpg)
But when i use the "Create - UVTile" the results are phenomenally more accurate too what i was wanting but with alot of errors around connecting schemes which is why i rand uved/retopoed.
Which look like this.
![Image: https://us.v-cdn.net/5021068/uploads/editor/id/zzzdyzo3nkpz.jpg](https://us.v-cdn.net/5021068/uploads/editor/id/zzzdyzo3nkpz.jpg)
Im not sure how to make my UVs tile like this, its a very specific effect but i wanted the long bits too share a more cubed look not stretch diamonds as the uvs naturally seems to want to end up as. Any way of making a nice inbetween using imported uvs or is this barking up the wrong tree for this sorta cape?