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Pinning helps to keep key vertices in place when you use the relax tool on dense areas of the mesh. Having dense areas on the UV map once it is unfolded is generally unwanted because it lowers and distorts the resolution of your applied texture. Some of these things can be looped and cut and then relaxed seperatly so that you can get better texturing in those tight areas. Unfortunately the seams issue in Hex and the general touchiness of that part of the program makes these kind of edits tricky. Whenever you start working with displacement and UV's in hex, always save a copy of the model first.
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