įor a simple die it usually doesn't matter. Please note that in any of the three examples any rectangle could be the top of your box and alone with this we have here a few dozens possibilities to which side of your box what is mapped.Īnd now please think about it, which is the best solution, especially as there are several solutions I didn't show. Now I made 3 uv textures with seams obiously along the edges. Or you could just create 6 rectangles somehow distributed over the uv space. The given standard in Cheetah is all six sides on top of each other (meaning you get the same pic on each side). Take a cube for example, six sides you have to uv map. Where to put the seams? And why there isn't a good tutorial for it. In the end you have to test both algorithms and look what gives you the least distortion. So take what you read in some tutorials with a grain of salt. With hard edge models I sometimes don't get a straight result neither with the one nor the other (for that I have to use another tool atop in such cases). Because in my experience "conformal" clearly gives the better results than angle based for anorganic geo and at least very often also the better results for organic meshes. To make things more complicated: In Modo conformal is ABF++ better for organic shapes angle based LSCM, better for non-organic shapes, at least according to the documentation, which, I'm not entirely sure, may be wrong in the documentation. While LSCM is "conformal" which would be better suited for non-organic models, the more geometric forms often called "hard edge". Usually (for example in the world of Blender) it's said that "angle based" is better suited for organic models (for example a human being or a pig), actually a better form of LSCM that takes a bit longer because it first does a preprocess step. (In Modo ABF++ stands for "Asynchronous Forward Bounding", which I also had to look up). ABF means angle based flattening, LSCM "Least Squares Conforming Map" (which I had to look up.
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