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Lewis Varga
12-20-2001, 02:35 AM
Does texporter get rid of the problem of seams? Does it unfold the mesh in a way that when it's applied again onto the model as the final texture, will there still be stretching on areas (like the top/bottom of a head that has cylindrical mapping applied). And is there a way to adjust the UV mapping to get rid of seams, so far I've been told to do a few "work arounds" but so many people seem to apply detailed textures so well that I can't figure how they did it! Anyways anyone with some textporter experience wanna chip in?

Lewis Varga
12-20-2001, 02:39 AM
Hmm I seem to have found the answer to my question at http://www.3dluvr.com/content/artz/3dsmax/std/multiuvw.php although if anyone wants to give me some texporter tips that aren't covered at the program's site I'm all ears :)

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