I’ve got a series of 4-vertex planes that I cut from a UV-sphere mesh.
I’m applying a texture to these planes that consists of an alpha-mapped white circle texture to represent windows (portholes) on a ship. Everything is working fine, but then I’ve found that some of the faces seem to be mapping as tris, even though they only show up as quads (they should be quads!). There is no extra edge, but somehow, the UV coordinates for those faces seem to be rotated about 45 degrees, and split/sheared on the diagonal.
I’ve tried deleting the face & edges & re-facing it but it does the same thing.
Is there any way to correct the UV coordinates or origin of a face? Or am I pretty much SOL?
Please help!