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Patrick Elliott wrote:
> range that supports this, maybe, but for the rest of us... All you have
> is exporting of the edge lines, in one of several forms, and *trying* to
> match what ever you are editing on the image to those lines.
> Unfortunately, in something like PSP, you are stuck with the flat
> version, unless you hand draw everything, because it has no awareness
> that the lines define curvature, so you can't bend your textures to fit
> the shape. Tools to do that, for the most part, don't exist, except,
> again, in the same high-level apps that probably already work with 3D.
>
> Given what I do most 3D in, most of my time is spent making things
> "look" like they have more structure than they do, without being *able*
> to add real geometry. This puts me in a conundrum. Either I have to
> unwrap something into a flat surface, then apply details, which is
> frustrating, since its hard to tell which bits you are working with,
> or..
Some reasonable seam choices plus AO baking seem to do the trick to me.
They make a good work of providing good references for when you begin
editing the UV map later on a bitmap editor.
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