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Old 22nd May 2006, 18:58   #14 (permalink)
dalboris
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Quote:
Originally Posted by bwtr
I have, a couple of times used UVMapper Classic to produce a map (not really UV I think)
UVMapper IS real UV

but the way to optain them is radically different.

in UVMapper, you use gizmos (you can use them in Hexagon too), gizmos uses a "projection" on primitives to do the UVs

and in Hexagon, it's an "auto-UV", so you select How you want to "cut" your model, and Hexagon automatically unfold the UV map.

the most difficult is how to place the seam.

imagine that you have in front of you the real model that you want unwrap. Your aim is to put it all on a plane, without overlapped your model.

Imagine a giraffe. If you cut nowhere, it's impossible. You would have the two sides (left/right) of the giraffe one over the other.

if you cut in two parts, in the middle (from tail to head), now, you can put one side next one the other, you shouldn't overlap the two sides... but there is always a problem ! The twos sides of thelegs are overlapped !!! Effecly, you can't put on a plan a cylinder without overlap... it's logical

So you have to cut the legs too !

but... you can't put the horns on a plane, for the same reasons ! So... you have to do the same thing... etc, etc...



to summum, it's impossible to unwrap a model in one part. You have to cut it in various parts.

So, you will say : "Why do not cut all the polygons ??? Then, we are sure that we won't have overlap !!"

the problem.... is that the seams create some problems for textured them... there is always some imperfection to each side of the seams, for that, when you unwrap a model, you have to "hide" the seams as more as possible.

So you have to do a compromise : cut to have no overlap and no stretching of your map ; and have the minimum of seams

for that, if you look my demonstration, you could see a "optimised" method to unwrap the giraffe, and all animals (it's the same method and the same seams)



(sorry for my english...)
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