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Re: UV Mapping question

Re: UV Mapping question

2004-01-20       - By Kevin Babcock

 Back
Reply:     1     2     3  

I understand these mechanics and have a fair understanding of the whole
process.  It is the unpredictable results of unwrapping that I'm trying to
understand.   Many times I look at the unwrapped image and can understand
how it was unwrapped but wonder why it was done like that when another way
would have made so much more sense and be so much easier to work with.  It
seems Carrara has an unwrap algorithm that dose not follow human logic for
unwrapping a skin in the way most people would find useful.
I need to understand how and why it dose this.

Kevin
 -- --Original Message-- --
 From: wwever1914 [mailto:pd6@(protected)]
 Sent: Monday, January 19, 2004 10:28 PM
 To: Carrara@(protected)
 Subject: [Carrara] Re: UV Mapping question


 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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