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Distortions to textures

 
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Lascar
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Joined: 28 Feb 2010
Posts: 79
Location: Cornwall, England

PostPosted: Thu Apr 08, 2010 3:57 pm    Post subject: Distortions to textures Reply with quote

I have just carried out a little experiment to try to identify (make clear in my own mind) when and where distortions are occurring (during the model making process) that will require UV mapping to correct. Obviously the need not to have to correct saves time Wink
I've listed below the common actions I have been using and the influence on textures;

Move = no distortion
Extrude = no distortion
Split (connect) + move edge = no distortion

Inset + Move = distortion on edge polygons
Inset + Scale = distortion on edge polygons / centre scaled
Inset + Merge = centre OK / side distorted
Bevel = distortion
Rotate = distortion

I thought this information may be useful to beginners - it's an eye opener for me Shocked
.
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DreamBliss
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Joined: 03 Dec 2012
Posts: 36
Location: Lost on the Way

PostPosted: Thu Dec 06, 2012 11:16 am    Post subject: Thank you for this information! Reply with quote

In my own adventures into DeleD I found some stretching going on for certain operations. But something to note here...

Typically when you are making a model you want to keep it as simple as possible. So if you have 3 faces where you only need one delete 'em and then Fill that space with 1 singly poly. Delete extra vertices, creating faces as needed. Finally when you are done set the Weld threshold to 1, select everything, and press Enter. Unless you have stuff closer than 1 unit together you need to keep separate, this step will cut down the number of vertices, fix some distortion, and make it easier to address other distorted areas.

Just some good modeling habits imported from my Max days... I would spend hours moving, welding, simplifying, removing extra bits, and the work was almost meditative in nature.
- DreamBliss
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