duckee opened this issue on Nov 11, 2004 ยท 29 posts
nomuse posted Fri, 12 November 2004 at 5:34 PM
Yes, your question makes sense. From back to front first...I thought all versions of UVmapper were at Steve's site. You probably need to hunt around more. Go to the top level and work down. As to ADJUSTING the UVmap on an existing object; if you change the map, you need to re-save the object. Think about it. If all you did was change the template, then why couldn't you change the template in PhotoShop and paint on that? My analogy for what a UV map is uses cartography. The Earth is round, right? And most maps are flat, right? To get that round globe onto a single flat sheet of paper you have to translate the coordinates of three-dimensional space to coordinates in two-dimensional space. In the case of a world map, either it is stretched out at the poles and cut down the middle of the Pacific Ocean (usually), or it might be split into gores -- orange-peel shapes -- and spread out. Which brings us to a second point; all UVmaps are compromises. The nooks and crannies of a human face can not be flattened out easily -- not in a shape that can be read and painted on by a human artist. In any case. As part of the .obj file for the 3d object in question (a sword, a cat, Vickie3) there is a set of instructions that basically say "This vertex here goes in this corner of an (arbitrary) 2d space." Not to get too technical, but every vertex with 3-space coordinates (x,y,z) may also have a completely independent set of 2-space coordinates (u,v). Thus. If you scale, stretch, morph, pose, bend, rotate, or otherwise fold spindle or mutilate a 3d object you are only changing the position of the vertices in 3d-space. Their position in UV space remains the same. However, if you use UVmapper or a similar program to edit the UV's, the position of each vertice in 3d-space remains the same but the position in 2d-space -- their UV coordinates -- change. (Note to those who understand the subject; I'm simplifying, okay? Let's not talk about using UVmapper to weld verts or split seams just yet, or about the highly authalic maps possible with Deep Pain or similar.)