Making a normal map for Unreal I have “discovered” a problem with blender and I want ask for solution for this.
Blender have different triangulate system, ok, this is normal… but why do he uses a different triangulate system when you bake a texture map that when you export for example for Unreal? I know that the “solution” is triangulate all the mesh (destroying the pipeline if you use custom normals).
For example, you make a bake of a normal map, but then you triangulate a polygon you broke the UVs… and the default triangulate method is diffent to “fixed”.
Do we have a way to force a “fixed” triangulate method for all the mesh like in other software? or have a closed “triangulation” like in 3dsmax