Any thoughts on a good way to normalise UV maps.
i.e. Say you have UVs which are less than 0 and more than 1 in certain places, making sure they all fit in a 0..1 texture area!
I have tried a few ways, but it's hard to tell when something is just over the edge of a UV boundry by accident, or if it is an attempt to tile the texture!
i.e. Say you have UVs which are less than 0 and more than 1 in certain places, making sure they all fit in a 0..1 texture area!
I have tried a few ways, but it's hard to tell when something is just over the edge of a UV boundry by accident, or if it is an attempt to tile the texture!