Well we'll definitely appreciate any time you spend, Michael on trying out things.
Sometimes you can look at your mesh, like say a cylinder joined midway though a sphere and you'll say to yourself - "those two lines are so close to each other, why weren't they joined..."
But as you say, it's the UV space that causes the discontinuities.
The only recourse at that point is to retopo or build the object directly in a poly modeler if you need that much control over the topology.
Sometimes in MoI I wish there was a way to project a grid over a model; like shining a light through some graph paper and having MoI use those projected lines to mesh the object in hand!
Just wondering, is it feasible to have in NURBS modelers a UV Editor similar to what's available in poly apps but instead of cutting, positioning and flattening the UV polygons, you're rotating and scaling the UV sheets - to perhaps get the flow to line up better on the model?
-Will
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