For a simple ball if you use Automatic Seams, you get the same uv Islands as you do from cubic mapping, but separated.Ģ. The uv islands are not rotated at weird angles.ġ. It stacks all uv islands in a big pile, and you have to separate and rotate them, which is a pain.ģ. It doesn't need seams, but it uses the same calculations as auto seams and cuts along the same lines, without the green line.Ģ. More sense than what I'm doing, starting with a very complicated one.Ī simple ball in Cheetah already has it's uv's defined, spherically mapped I suspect.īut if you make it editable and add or subtract geometry, you may need to redefine them.ġ. Starting with a simple shape like a ball makes The uv texture will later on be even more handy than just for distortion: For a scale that's roughly the same for all the parts that are made of the same material.Ĭlick to expand.Excellent suggestion, thanks. And the mapper you know anyway more than well enough, so I still suggest to use unwrapping (with the right seams you'll get reasonably straight maps). But with the right seems you get reasonably good results (and maybe you'll even need the unwrapper for some parts, especially when you want to paint scratches over edges). If you use any other app (for example 3d coat, blender, whatever) it's probably a bit easier to do it there. So you have to do some things by hand that other apps do automatically (with pins and stuff). Not that the algorithms are bad, but Cheetah is missing additional tools and options, for example a way to straighten up some polygon island. Not in the same league as other apps, I know. To be honest, it's quite a while since I used Cheetah's unwrapping, but it was reasonably good. Unwrapping on the other hand is an art in itself which needs exercise. In such a case the cubic mapper works reasonably well, especially when you do use such a map (but try it with a simple ball).
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