i think this is the way nurbs surfaces are handled - the more curvature you'll get even bigger problems. my guess would be using your initial grid of points (that were used to create the srf) and juggle a bit using closestPointAt (which is available as a component for curves only), but i think it's scriptable... maybe someone has a better trick?
- uneven uv distribution problem bildsoe
- Re: uneven uv distribution problem Dimitrie
- Re: uneven uv distribution problem Dimitrie
