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View Full Version : Checkerboard test - the right kind of unwrap


ArjunM
04-14-2009, 05:38 PM
This is specific to character modelling and texturing. I have a (more or less) cubic/spherical segment. I have applied a checkerboard test, and kept this rule in mind- don't stretch the textures. The checker count is made high (repeat rate 8.0 in place2dTexture) to spot out stretching of textures.

However, when I try to unwrap the shoulders, I am confused. When I unwrap all of the shoulders as a combined shell (in Maya) with all seams bridged, there is significant amount of stretching, and there are diagonal checkers. On the other hand, when I try to keep the checkers relatively orthogonal, I find some places where seams exist, with some triangular (clipped) checkers at the seams. How do I settle for a proper unwrap? If needed, I'll attach a snapshot of the current state.

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04-14-2009, 05:38 PM
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