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How lighting interacts with this armour... ! Arggh! Help.


ooofbaer

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Does the "stacking" of UVs refer to the different ways that different parts of the object are directed to interact with lighting? What is a "split" triangle? Sorry, I don't have the jargon down, yet.

 

Everyone's been really helpful with this. I'm blown away... Thanks, guys/girls.

Glad to help. Sometimes it's hard to help on some of the complex-ish topics, been a bit busy. :)

 

By "UV Stacking" i mean this: Generally when duplicating a model, particularly when the intention is to reverse the face direction (as it is in this case), or mirroring for symmetry, it's common not to touch the UV coordinates - the part of the model that defines what area of the texture to use. Many times in these cases, the triangle data tends to get split, or to say that the vertices in the duplicated/mirrored section become unwelded. So each triangle is detached from its neighbors. But one can't simply select the affected region and merge the vertices, as that would also merge with the set of polygons facing the other way. This is bad.

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