Automatic UV-mapping
09.08.2007 Anton VolkovBehind this strange words the classic problem — how correctly to assign a texture on a three-dimensional surface. For each three-dimensional point of object are set bidimentional — in texture coordinates system which named U (horisontal) and V (vertical). In any 3D modelling software there are various tools for the instruction of UV-coordinates.
Initially we planned to create all objects in 3DStudio MAX and convert in an internal format further. Even had time to develop this format and write the exporter. As a result we have decided to completely refuse from foreign 3D modelling software and to create the Flash-editor directly inside of game.
So, all 3D-models in game can cange dynamically at any time, therefore the human control of UV-coordinates is not real absolutely. Therefore UV-coordinates should calculate automatically. Also automapping is the important part on soft and fast illumination of objects.
Today we realized it:
Controls:
- Up/Down/Left/Right — to rotate object
- Space — to distort object

21.04.2008 в 16:41
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23.04.2008 в 00:53
The word is “implemented”. Any way, the demo seems to develop self-intersections in texture after you hold space long enough. Aren’t triangles supposed to be realigned in (like “unwrap” does in 3dmax, and not just projected to) UV space?
23.04.2008 в 04:55
[…] automatic UV-mapping; […]
11.05.2008 в 02:19
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