  | | | Re: UV Mapping question | Re: UV Mapping question 2004-01-20 - By Kevin Babcock
Back 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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