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| Shade ENG All the questions and informations related to Shade |
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| | #1 (permalink) |
| Débutant ![]() Join Date: May 2004 Location: Saguenay, Québec, Canada.
Posts: 1,933
| Cylindrical unfolded UVs
From time to time i open my Shade soft in order to experiment some of the UVs editor's possibilities . Here is a experimention with a polygonal head modeled in Hexagon exported to Shade in .obj format . I have used the cylindrical option to unfold the model. You can see the result if you look at the image in attachement . I have selected then moved the ears from the rest of the head. Did not have the patience to unfold them. I think that one important lack of the soft is its possibilitie to smooth properly an organic model. I mean there is no option like the Catmull-Clark option in it, so that when you smooth the model with the subdivise option it does'nt look at all like what it would have looked like if smoothed in Hexagon. The second problem is that i do not understand how and what to do to make the loaded image fit properly with my unfoldelded UVs ... When i render my model the image loaded and projected on my UVs appears taller on the rendered model than what it should look. If any body knows the trick to solve that problem, let me know ...
__________________ Dans cet univers provisoire, nos axiomes n'ont qu'une valeur de faits divers : Cioran. Carrara 6 Pro, Amapi Pro 7.52, Hexagon 2.2, Cheetah 4.6, Blender 2.48a. http://blog.iquebec.com/luko-3d Last edited by LUKO; 30th March 2007 at 00:19. |
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| | #2 (permalink) |
| Madly in love ![]() |
When modelling outside of Shade, I also do the UVmapping outside of Shade. Works better for me. And yes, the smoothing algorithm seems to be different from the more common Catmull-Clark one. Truth be said, I seldom use the uvmapping editor inside Shade, as for the work I do, the automatic uvmapping going on in curved surfaces is quite sufficient. I wonder why you'ld want to uvmap inside Shade a polygon mesh made in Hexagon, as Hexagon has some very nice uvmapping... |
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| | #3 (permalink) | |
| Débutant ![]() Join Date: May 2004 Location: Saguenay, Québec, Canada.
Posts: 1,933
| Quote:
" The automatic uvmapping going on in curved surfaces is quite sufficient. " What do you mean ?
__________________ Dans cet univers provisoire, nos axiomes n'ont qu'une valeur de faits divers : Cioran. Carrara 6 Pro, Amapi Pro 7.52, Hexagon 2.2, Cheetah 4.6, Blender 2.48a. http://blog.iquebec.com/luko-3d | |
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| | #4 (permalink) | |
| Madly in love ![]() | Quote:
If the uvmaps still seem not to import properly, assign a bitmap texture to the mesh material before exporting to obj. As to uvmapping with curved surfaces... if a curved surface has a material with a bitmap texture, Shade automatically uvmaps the curved surface. Sometimes this uvmapping is enough, sometimes it is not. For the work I do, most of the time this is enough. | |
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| | #5 (permalink) |
| Débutant ![]() Join Date: May 2004 Location: Saguenay, Québec, Canada.
Posts: 1,933
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Thank you for the information. I have tested it quickly and it works. When you speak of curved surface do you make reference to those we can make in Shade ?
__________________ Dans cet univers provisoire, nos axiomes n'ont qu'une valeur de faits divers : Cioran. Carrara 6 Pro, Amapi Pro 7.52, Hexagon 2.2, Cheetah 4.6, Blender 2.48a. http://blog.iquebec.com/luko-3d |
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