sfdex opened this issue on Jan 05, 2005 ยท 5 posts
nomuse posted Sun, 09 January 2005 at 7:32 PM
One big trouble I've had with Carrara's UV mapper is that it insists on connecting across the "seam" on a cylinder map (stretching a row of polys across to the other side). I've done the laborious chore of detaching, but lately I've just applied the basic mapping in Steve Cox's UVmapper then gone back to Carrara to tweak on the vertice level. I also tend to finish the map in UVmapper because the interface is more comfortable -- esp in the last touch-up stages, nudging or tweaking the size with UVmapper's hotkeys is much better than the "tool out of control" effect of Carrara's scale tool. Incidentally.... anyone got any ideas how to map a cone? Obviously, the most authalic map would be a circle with a gore cut out. But I can't figure out how to do this with the tools I have, in any way other than dragging all the verts by hand. I do have something helpful I've discovered, however; if you UVmap then add cuts via adding internal points, or tesselating, or turning on Subdivision Surfaces, the new polys are interpolated into the existing map. I've been able to map a couple of things by doing them at the low-poly stage, then adding detail. One caveat; for some bizarre reason if you "convert deformed object to mesh" then Carrara trashes the UVmap. If you EXPORT the subdivision surface, you get back the new mesh -- still properly mapped.