Hello, first sorry for my english, not my first language.
I have a 3D model made in Blender. I've created some UVs in blender.
I can successfully use those UVs in keyshot, but they are not being used/baked when I do "Export > Export to GLB/GLTF"
Is that the expected way for it to work?
My UVs are way better, at least for this particular model.
For example, look at this part of the model, this is the original UV:
https://www.dropbox.com/s/571b9ptg6kdj7is/UV%20original.png?dl=0And this is what I get after export:
https://www.dropbox.com/s/j8mvs2t4zwhxay4/UV%20nueva.png?dl=0And the problem with this kind of messed up UV, is that I have some really stretched parts of the model.
https://www.dropbox.com/s/oxo9cq57kfo0q2u/checker.png?dl=0Here you can see how this tiny group of faces are trying to cover a quite big part of the model, resulting in a very stretched texture.
https://www.dropbox.com/s/gr5t1a7a6dostvh/example.jpg?dl=0So, there is any way to fix this? Any way to force keyshot to use my UVs?
Just in case to be clear, I'm able to use my UVs (see here
https://www.dropbox.com/s/n0wtt3kvc65xbpj/keyshot.png?dl=0), I can render an image and textures use the UVs correctly, my problem is when I try to export it in any way, in that moment is when those UVs are not used anymore. At least not used to contain the baked information.
Thanks for any help.