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On Wed, 4 May 2005 12:31:25 EDT, "triple_r" <nomail@nomail> wrote:
Maybe you have a look at Rheingold3d (tb-software.com).
UV Mapping capabilities are described here:
http://www.tb-software.com/rheingold3d/rh3_help/index.html ->
Modifying Objects -> Mesh -> Mesh Tools -> UV Mapping
and here:
-> UVFace/UVVertex Editing
Rheingold3D preserves your uv mapping even if you subdivide your
model.
-tb
>I got a little sidetracked and started playing around with Wings3D (on a
>mac). The program works great, but I couldn't get the pov export plugin to
>work, so I wrote a program to parse a .obj file and output mesh2.
>
>The problem is when I try to use uv-mapping. It doesn't work too well in
>Wings3D - so I figure either it doesn't work too well or I don't know how
>to work it - so I tried the free UV Mapper program. At best, that just
>does spherical mapping that I could do right in POV-Ray anyway. Wings3D is
>really slow for complicated models and gives a lot of overlap and ugliness
>when it does work. I have a suspicion that what I should have done is
>UV-map it from the start, then create the model. But it's too late for
>that. The topology of the model is spherical, but there is some overlap
>so, as seen in p.b.i., parts around the eyes and neck get pretty distorted.
>
>My current plan is to get my program to find uv vectors with spherical
>mapping then some kind of pseudo-mass-spring model to clear up the rough
>spots, but I'm pretty lost on this one. I've never really done any mesh
>modeling before, so I'm not really sure how it should work. Any help?
>
> - Ricky
>
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