Uvw mapping
#4
Posted 14 September 2006 - 07:18 PM
1) delete unseen faces
2) weld "doubled" vertices
3) use primitives with lower segments
4) use splines with lower interpolations.
Mapping is really mainly a matter of practice... one thing I try to do is create a black/white checker texture (procedural is better but a photoshop created one works), then I apply that to the model. Since the checkered parts are really well defined and in simple shapes, you can easily tell where any stretching or misaligning is happening.
Another tip - if you're doing complex remapping, it could be useful to detach parts of the model so you can work on them seperately... say arms for example.
Oh, and of course if you're mapping a symmetrical model, no use in having more than half of it to work on. Delete one side and mirror (instance) it so the changes are applied to both sides while you only need to work on one.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#7
Posted 14 September 2006 - 09:59 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#8
Posted 15 September 2006 - 12:49 AM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#9
Posted 15 September 2006 - 12:56 AM
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