09-04-2022, 06:34 PM
Max splines do it a little differently...instead of having the final bridge of polygons span the values leading back to the first, they instead just have a hard break of values where there's no connection back to the first value. If you apply a texmap you can see there's a seam in the UVWs where the loop occurs (see attached).
While neither solution allows for a clean loop (because that's not possible), I agree that Max's mode looks nicer overall. I'll look into implementing that in my own mesher.
While neither solution allows for a clean loop (because that's not possible), I agree that Max's mode looks nicer overall. I'll look into implementing that in my own mesher.