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Re: UV Mapping question

Re: UV Mapping question

2004-01-19       - By wwever1914

 Back
Reply:     1     2     3  

Carrara usually does not pick the best default projection for a given
shape.  Go to the vertex modeler, select the object and open the UV
Editor.  You'll probably see a distorted mesh in the map area of the
editor dialog.  Look over on the right-hand side and you'll see three
tabs.  Pick the one labeled "Projection".  You can now play with the
way that the UV Editor projects the skin onto the object mesh.  In
your example of cylinder, if you pick a cylindrical projection and
align it with the correct axis of your shape, you should see the
expected "long square" mesh in the mapping area.  I think this should
solve your problems with exporting to PS & getting a bitmap you can
easily work-with.  I may be completely wrong here, but is seems like
Carrara always selects a Box projection for the UV Editor, even if
I've already set up a shader and re-defined the projection in the
shading room.  If so, seems like the best way would be for the UV
Editor to default to my shader settings? I'm just getting started
with the UV Editor myself & I'm still unsure about the relationship
between shader projections and the UV Editor projections.

--- In Carrara@(protected), "Kevin Babcock" <kbabcock@(protected)> wrote:
> Why is it that when I am using the UV mapper it appears to distort
the
> Shapes I am to export for mapping.  For instances say I'm working
with a
> long Cylinder and wish to export it for mapping.  When I unwrap it
to export
> to photoshop the shapes are not proportional to the object they
come from.
> Where I would expect a long square for the side of the cylinder I
get a
> squat one.  This is just a made up example but it relays the
problem.  The
> Flat shapes to map are often very distorted from there model
proportions.
> What gives here?
>
> Kevin
>
> ~~~~~~~~~~~~~~~~~~~~~~~~
> Kevin Babcock
> IT Director
> Kimco Corporation
> (708) 583-9800 ext.363
> ~~~~~~~~~~~~~~~~~~~~~~~~


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