blender-md3
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Smooth shading breaks UVs in some instances
I'm encountering this when exporting a mesh comprised of multiple objects with smooth shading. This is also only happening with nvidia cards.
a work-around is to set the problematic mesh to flat shading.
calculating motion paths for the problem mesh will often fix the issue, but will cause the other meshes to be have broken UVs instead.
example (the ejecting shotgun shells): doot