Blitz3D - UV(W)?

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In Cinema4D it's possible that polygons share the same vertex with different UV-Coordinates, because UV gets stored for each polygon, not vertex. In B3D are UVs stored per vertex, so in case of sharing polygons with different UVs only one coordinate could be considered, the other gets messed up.

To avoid this problem you have to "disconnect" all polygons, with different UVs. The B3D-Exporter comes with an additional plugin to disconnect all polygons for all marked objects.