Thu, Nov 28, 12:08 PM CST

Renderosity Forums / 3D Modeling



Welcome to the 3D Modeling Forum

Forum Moderators: Lobo3433

3D Modeling F.A.Q (Last Updated: 2024 Nov 24 8:50 pm)

Freeware 3D Modeling Software Links:
Blender | Trimble Sketchup | Wings 3D | Anim8or | Metasequoia | Clara IO (Browser-based 3d modeler)

Check out the
MarketPlace Wishing Well, as a content creator's resource for your next project.

"What 3D Program Should I buy?" Not one person here can really tell you what's best for you, as everyone has their own taste in workflow. Try the demo or learning edition of the program you're interested in, this is the only way to find out which programs you like.



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



Subject: UV logrithms


airflamesred ( ) posted Thu, 03 September 2015 at 2:38 PM · edited Sun, 24 November 2024 at 8:05 PM

I know that both LSCM and ABH both measure the angles on the mesh but I was under the impression that quads rather than tris yielded better results.


LuxXeon ( ) posted Thu, 03 September 2015 at 4:16 PM · edited Thu, 03 September 2015 at 4:17 PM

I've seen no evidence that points to triangles giving a better UV result. I do know that quads are typically far easier to unwrap, because you can select edge loops, and create seams much faster. Edge loops usually cannot be selected easily or reliably on triangle faces, as you know. I'm not sure it matters as far as what algorithm is being used. The algorithm of the unwrap does not depend on how the faces are divided as much as it does how and where the seams are created.

______________________________________

My Store
My Free Models
My Video Tutorials
My CG Animations
Instagram: @luxxeon3d
Facebook: https://www.facebook.com/luxxeon


LuxXeon ( ) posted Thu, 03 September 2015 at 5:28 PM

Also, don't forget that at the moment things are getting unwrapped, either with Least Squares Conformal Mapping (LSCM), or with Angle Based Flattening (ABF), the internal algorithm is breaking down the quads to tris anyway internally. This is the same with render engines. So using quads is merely easier for the user, but the computer sees everything as triangles.

______________________________________

My Store
My Free Models
My Video Tutorials
My CG Animations
Instagram: @luxxeon3d
Facebook: https://www.facebook.com/luxxeon


LuxXeon ( ) posted Thu, 03 September 2015 at 5:41 PM · edited Thu, 03 September 2015 at 5:42 PM

Not sure if you've used it before, Mark, but 3D-Coat has come up with a new unwrapping algorithm that is superior in most cases to the LSCM or ABF algorithms. Global Uniform Unfolding (GU) was introduced in 3d-Coat 4.1, and tends to produce even less UV distortion than the other two.

3D Coat Gets New, Improved UV Algorithm

I've used this on my most recent models, and find it very useful. In fact, I've decided to move my entire unwrapping and texturing process, for every model going forward, over to 3D-Coat because of this.

______________________________________

My Store
My Free Models
My Video Tutorials
My CG Animations
Instagram: @luxxeon3d
Facebook: https://www.facebook.com/luxxeon


airflamesred ( ) posted Fri, 04 September 2015 at 1:24 AM

Thanks Lux, that was informative to the max.


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.