Insimenator.org
May 26, 2019, 12:24:32 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Jenna is bored and messing with the news ticker again.
 
  Home   Forum   Help Search Calendar Login Register  
Pages: 1 [2]
  Print  
Author Topic: UV Map Anomaly in 36DNat-36 Mesh  (Read 3316 times)
0 Members and 1 Guest are viewing this topic.
Warlokk
Moderator
*****
Gender: Male
Posts: 1471



View Profile WWW
« Reply #15 on: August 24, 2006, 08:15:32 pm »

That'd be great, Beos... UV mapping is one aspect of 3d modelling I've really only been able to get a very basic grasp of, I usually just leave things as they are.
Logged

Be sure to stop by Warlokk's Tower Workshop to see what's new!
Need help with the Bodyshape Sets? Bodyshape How-To Tutorial
Chairman Greg
Member

Posts: 253



View Profile WWW
« Reply #16 on: September 04, 2006, 04:47:47 pm »

Quote from: Warlokk
That'd be great, Beos... UV mapping is one aspect of 3d modelling I've really only been able to get a very basic grasp of, I usually just leave things as they are.


That has been haunting my mind, too.  It seems that in the stock Maxis meshes, the stretched pixels tend to show up in exactly the wrong places, like around the neckline where you want a nice edge or a necklance, or in the neighborhood of the fun bits where resolution really counts.

Oh well, one of these years.  I gotta get my mind wrapped around the basic concept of meshes first.
Logged

Pages: 1 [2]
  Print  
 
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.106 seconds with 31 queries.
SimplePortal 2.1.1