POV-Ray : Newsgroups : povray.off-topic : Project Blender : Re: Project Blender Server Time
4 Sep 2024 23:23:15 EDT (-0400)
  Re: Project Blender  
From: nemesis
Date: 19 Dec 2009 20:12:11
Message: <4b2d79eb$1@news.povray.org>
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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