Fri, Nov 22, 5:45 PM CST

Renderosity Forums / Carrara



Welcome to the Carrara Forum

Forum Coordinators: Kalypso

Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)

 

Visit the Carrara Gallery here.

Carrara Free Stuff here.

 
Visit the Renderosity MarketPlace - Your source for digital art content!
 

 



Subject: Adding custom UV coords to a model for AnythingGrooves?


cjd ( ) posted Sat, 27 March 2004 at 10:14 AM · edited Fri, 22 November 2024 at 12:24 PM

Hi All, I have an old model that was saved in DXF format. I would like to use it with AnythingGrooves. I get a message indicating that AnythingGrooves needs UV coords to function. OK, so I get my model in the VM, and I can add cylindrical or spherical mapping, and AnythingGrooves is happy. But when I use custom, I get the "Bad UV coords" message from AnythingGrooves. Ideally, I would like a custom mapping method that treats the entire surface of the object equally, with as little distortion as possible. I also do not want to break up my model with several mapping regions, since I don't want any seams. If nothing else works, spherical mapping is close to what I want, so I could work with that. If I want better results, I guess I'll have to rebuild my object. I've just downloaded UV Mapper, so I'll give that a try. Can anyone suggest anything else? Thanks, Chris


cjd ( ) posted Sat, 27 March 2004 at 6:57 PM

I've been playing with this model in ZBrush, using the skinning function which builds a new mesh over an existing one. I get good UV coords this way, so its off to AG to play some more! UVMapper "Classic" by the way does not do custom mapping, but the "Pro" version has a per vertex option. Unfortunately the demo of "Pro" does not let you save, so I can't tell if this would resolve my problem. Chris


cjd ( ) posted Sat, 27 March 2004 at 7:03 PM

correction to above: UVMapper Pro has a "per facet" option, (not "per vertex" as I previously indicated) Chris


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.