i have a complex terrain (in terms of features, not polys) with sharp peaks, valleys, cliffs, etc… is there a proper method or technique to uvmap something like this? if i don’t uvmap it, the texture is gonna get stretched a lot.
with lscm unwrap, i’ve tried using the whole mesh and i’ve tried spliting the mesh up a few times. but the uvmap isn’t looking so good.
when i split the mesh, i’m doing so “vertically” (looking down at the mesh). i wonder if splitting the mesh “horizontally” (looking at the mesh from the side) would make a difference?