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Author Topic: UV Map Anomaly in 36DNat-36 Mesh  (Read 6259 times)
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Warlokk
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« 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.
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Chairman Greg
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« 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.
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