View Full Version : UV mapping q- morph??
PlebianX 07-01-2002, 02:30 PM hey, when you make a copy of your mesh to flatten for UV mapping, how do you morph it back? No one's really answered this, thoug I apologize if someone did and I missed it....
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add morpher modifier
and choose other copy as target
mastering3d
07-01-2002, 03:15 PM
This is a tutrorial I did yesterday so I hope it will help you out.With your problem.Its not about morpher and unwraping your model but it is much better then doing it that way as doing it with morpher it still end up with streching on your model.And doing it with morpher is more for low poly game models.
But if you are still stuck after reading the tutrorial then I will see what can do for you.
http://www.nmba18878.pwp.blueyonder.co.uk/Tutorials.htm
http://www.nmba18878.pwp.blueyonder.co.uk/index1.htm
Marcel
07-02-2002, 09:57 PM
A very easy way:
Collapse mesh
break vertices if you need to split up mesh at certain points
Go to frame 100
animate vertices so that mesh is flat
Add planar UVW map
Add Unwrap modifier
Go back to frame 0
Use Texporter script to generate template map
When happy collapse mesh
Works like a charm, and much easier than editing in UVW unwrap modifier or using morph modifier.
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