My problem is that I've asked questions about triangulation and game modeling on the forum before and learned a lot, but I've actually encountered an error I can't solve. I've configured my model's UV, Normal, and topology correctly. But I'm experiencing stretching in my models. I'm investigating the cause and how to resolve it. I'd be very grateful if you could explain this technical issue to me, my friends.
There's 2 ways to split a quad into a triangle. If 2 programs triangulate the mesh differently it can cause issues, particularly with normal maps. It's expected to triangulate meshes after UVing and before baking and exporting.
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