jjroland opened this issue on Jul 13, 2007 · 36 posts
Conniekat8 posted Fri, 13 July 2007 at 2:21 PM
When exporting from hex, make sure you turn the smoothing off - to zero, or down to 1, otherwise smoothing exports as extra polygons - exponentially. One polygon becomes four, and then those four become another four... smoothing level 1 multiplies polygons by 4. Smoothing level 2 multiplies original polygons by 16 level 3 multiplies them by 64. You can quickly end up with a huge file if you don't keep an eye on your smoothing levels.
Think of UV mapping as reverse sewing. You want to tear things apart at the seams, and flatten them.
When UV mapping in Hex, you can define along edges where the sams are, then Hex does the flattening for you (UV Unwrap)
There's a really good tut for Hex UV mapping in DAZ forums, and couple decent ones on 3d commune.
Come on guys, UV mapping isn't that scary!
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