Hello all,
I'm coming across a problem that I've encountered before, and I've always managed to fudge a way around it. However, I do not want to do that anymore, and want to do things the right way.
I have a mesh given to me by a client (comes from a 3D scan of a physical object) and I need to map a texture onto it. Simple in theory. I have it in Max, with a Corona mat applied. The texture is actually a checkerboard requiring (or so I thought) nothing more than a simple UVW box map. But when I do this, these strange jagged seams appear in certain places on the mesh.
I've tried making it a poly, removing all the smoothing groups, removing all the poly IDs, reducing the mesh density, increasing the mesh density and so on. There must be a fundamental basic step that I am missing surely?
Please; if anyone can shed some light on this I'd be very grateful!
Screenshot attached with red highlight.
Thanks guys,
Douglas