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[MESH] Error in texture.


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  • 3 weeks later...

There's some of the same effects on the upper arms of the default avatar. Part of the problem is a shortage of vertices, which is what the UV mapping is tied to, and the consequent polygons. It's an old design problem, I was seeing explanations on sites such as Renderosity when Second Life was the new kid on the block, and essentially the stretch is too concentrated. 

Fixing it would involve going back to the original mesh, adding extra rows of polygons in the right places, and tweaking the rigging, and just thinking about doing that hurts my brain. Some of these high-complexity meshes come from fixing this with a blanket sub-division.

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