View Full Version : Uber UV Mappers
.oO-cloak-Oo. 02-08-2003, 10:05 PM Just had a quick question for all you uber uv mappers out there. When mapping out your model is it necessary to keep all the serperate parts that are mapped the same size in your map relative to your model? For example, when you assign a checkerboard to your model, to see whether or not there is any stretching, etc.., do all the checkerboards need to be the same size or can you make certain uv mapped parts bigger in your map? Making certain parts of your uvs will make the checkerboards smaller compared to other parts of the model, but I am unsure if this will affect the final texture map in a negative way. Thanks in advance.
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Aaron Moore
02-08-2003, 10:32 PM
scale is a matter of quaility. But stretching is an issue...
You can utilized different scales to add more detail to certain areas. However becareful about the stretching effect. If it is a single continous mesh, you may want to keep it even for the sake of simplicity, but in practice, nothing is rarely perfect...
I like to use a checker map to make sure that there isn't any obvious stretching... scale is very hard to determine... If used in the wrong way, it will cause the same effect as stretching.
However you can use the scale of a texture to work in your favor. Especially on animated textures...
hope this helps:thumbsup:
.oO-cloak-Oo.
02-09-2003, 06:27 AM
Ahhh I see. That makes sense now. Well, I guess it will take a bit of experimenting. Thanks for the help! :D :applause: :D :applause: :D
Dave Black
02-09-2003, 06:41 AM
Be very very careful when using different scales for the UV chunks.
Sometimes the difference in pixel size is VERY noticeable.
-3DZ
:D
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