Low (?) poly mapping

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  06 June 2002
Question Low (?) poly mapping

Hello! Nowadays real-time rendered characters in some videogames have a poly count of even 15-20k. When the models were of just 500 poligons they could be mapped hand-exploding the mesh and then applying a planar map but now it would be a real pain - I don't wanna move thousands of vertices!
So, what's the solution? Is it no more necessary to use just one mapping channel?

thank you!
  06 June 2002
Mapping hasn't changed. You will still have the body exploded into parts and laid out in UV space. The methods of getting there depend more on your application and workflow than on faster platforms.

  01 January 2006
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