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On 27-3-2014 19:50, James Holsenback wrote:
> oh for sure ... this was more or less a "hey i can do it" attempt. i
> don't think it's going to be a big deal. instead of marking edges as
> seams (uv unwrap was too jumbled for me) i opted to generate individual
> uv maps for groups of faces. other than basic placement of the images in
> blender, i got more mileage out of poseray uv mapping panel (scale,
> clip, transform, etc)
>
I understand from you that uv mapping in Blender is not that easy.
Poseray then is a big help indeed. Interestingly, uv mapping in Silo Pro
is very easy and straightforward. I wonder why this is not so in
Blender. Must have to do with the basic architecture of the objects? Or
the approach used?
Thomas
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