Usually, UV's should be fine once they are imported in your engine but sometimes, you realise that UVs are inverted, and sometimes, you can't just go back to Maya/3D Max and fix them.
So..why not adjusting UV's right in your material? That's something you can do replicating this network.
This way you should have almost total control over your UVs in your material instances, though it's always better to have everything well set and done from your 3D program.
And that's it! I just wanted to share this :P
0 comments:
Post a Comment