Comments (1)
Hi, thanks for reporting
By default it should use the same unwrapping algorithms as used in Blender - I've come across the same problem with faces that are squeezed into too small UV islands, but applying transforms (Object > Apply > Scale and Rotation) to the mesh after editing seems to fix most of these issues before baking:
Although this can be pretty time-consuming for scenes with a lot of objects, so there's the option to apply scale before baking, but for some reason this doesn't seem to work always:
I plan on exposing more of the uv mapping paramaters too, and possibly adding support for other UV mapping addons or applications like RizomUV or UVPackmaster (although I'm generally not fond of the latter idea)
from the_lightmapper.
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from the_lightmapper.