When UVs are twisted/distorted in order to distort the mesh’s texture, you get sharp angles/edges where the the UV suddenly changes between polygons.
I.E
Is there any way to smooth out those UVs without increasing the polycount of the plane?
When UVs are twisted/distorted in order to distort the mesh’s texture, you get sharp angles/edges where the the UV suddenly changes between polygons.
I.E
No, the topology is controlled by the polygons
I didnt expect there to be, but thought maybe some genius has done it through fancy projection methods or something (where textures controlled by a High poly uved mesh are prejected onto an Lower poly uved mesh)
You could bake textures in that form–if you have 3ds Max, use Turbosmooth and set it to smooth by smoothing groups and then bake that texture to the low-poly mesh.
Not what i meant, but I appreciate your trying to help. I just thought I might aswell ask incase some new tecnollogy just round the corner might be able to help with this.