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# 2 01-07-2003 , 09:46 AM
BabyDuck's Avatar
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Join Date: Nov 2002
Location: USA
Posts: 1,170
the uvs are connected to your verts. they stretch accordingly. problems occur if you used textures that are projected. and of course any procedural and/or 3d-textures might not care where your uvs are. to prevent texture swimming you could duplicate your model and make it a texture reference for the deforming model. this way 3d procedurals stay in place even when your model deforms or moves.