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Question about UVW's
Recently I've caught on to the whole "build your pieces and connect them like legos" thing instead of building off of one single unit. To mind comes a question when pondering the UVW mapping of individual parts for additional quality and ease of unwrapping. If the objects are individually mapped as opposed to attatched and mapped, how do I later attatch these objects without the UVW's being misalligned? The last thing I'd want is to see the texture for hair on a character's shoes.
read 252 times
12/20/2011 2:03:02 AM (last edit: 12/20/2011 2:03:02 AM)
The UVs won't be altered.
Make a try: a couple of 1-quad planes, unwrap them and set one to the left of the UV space and one to the right. Then collapse them and attach one to the other. If you unwrap again, you'll see the faces are still where you set them.
read 243 times
12/20/2011 2:55:22 AM (last edit: 12/20/2011 2:55:22 AM)
Alright, I tried it out and it works. The texture quality was still unimpressive and I'm about to say that the professionals use magic to make their textures so good.
read 233 times
12/20/2011 3:59:32 AM (last edit: 12/20/2011 3:59:32 AM)
>The texture quality was still unimpressive
How is this related to your question?
read 229 times
12/20/2011 5:19:25 AM (last edit: 12/20/2011 5:19:25 AM)
It's not called magic, it's called fronats.
- Mike Sawicki
read 228 times
12/20/2011 5:19:29 AM (last edit: 12/20/2011 5:19:29 AM)
In regards to texture quality, are you referring to the viewport quality, or the rendering quality?
"I flew over Egypt once"
read 206 times
12/20/2011 12:27:07 PM (last edit: 12/20/2011 12:27:07 PM)
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