I am working on a simple sword right now as my first custom mesh, and during UV mapping it seemed natural to put the seam on the sharp edge of the sword, however due to this mixer does not recognise that the sharp edge is an edge at all.
My curvature mask acts exactly as seen in another closed thread asking for support on the same issue, marking most edges with white as expected, but completely black along all of the edges that I had marked as seams when making the UV maps. Unfortunately although my issue was clearly described in the thread, there was no resolution.
Could this behaviour actually be a bug, or limitation in software capability to detect curvature in custom meshes?
Or is this simply a feature I need to work around, would it work to simply add extra edges on flat faces so that I can use as fairly flat seam edges? Would that not create an issue and make my UV map very stretched and skewed in order to make cuts only in flat areas while leaving sharp, curved areas like the point of the sword attached around the edge?
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