InstaLOD Merge Materials doesn't retain original UV islands
When I export FBX with Unreal preset and choose to merge all materials, CC3 decides to randomly split some UVs into small pieces.
This makes it very hard to predict the outcome of the exported texture and makes it nearly impossible to edit the textures after export.
Some kind of preview option for the merged UV would be a huge boost the workflow and toolset. I'll also echo the prior wishes of smarter UV optimization based on object size to get better texel density.
Yeah, i figured it was a limitation on the SDK side, but this would definitely be a huge boost to game character creation workflow.
As for the main issue I had: (based on what I've tested)
It turns out that if using "merge all materials" on export, it separates the UV into islands according to the hard edges on the mesh overriding the UV seams.
This should be optional.
Hopefully some of these shortcomings will be improved in the upcoming iterations.
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Thanks for your feedback!
This is a limitation of LOD SDK, I'll set this thread as suggestion for the future implement plan.
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