Re: Question about dealing with content creation for large worlds
Juan Linietsky <[email protected]> Fri, 30 Nov 2012 13:47:01 -0300
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <CAB2r+_tHrA+XVVSXZ23xcn34zceHWQOSFiedd+uicpFim7VtGg@mail.gmail.com> |
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oops sent the mail accidentally. Continued.
for 2), is there any algorithm recommended for doing the world subdivision
and automatic UV generation (unwrapping?), I suppose it needs to consider
that
a) it should generate more textures if there is a larger plolyhedral
surface to cover in that zone
b) can generate UV coordinates by brute force that are somewhat
acceptable overall or, in the worst case, with the help of the artist
specifying seams
for 3) being more of a production question, which app is best to paint
over the resulting models that are more architectural than organic?
Thanks!
Juan Linietsky
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oops sent the mail accidentally. Continued.<div><br></div><div><div>for 2),=
is there any algorithm recommended for doing the world subdivision and aut=
omatic UV generation (unwrapping?), I suppose it needs to consider that</di=
v>
<div>=A0 =A0 =A0 a) it should generate more textures if there is a larger p=
lolyhedral surface to cover in that zone</div><div>=A0 =A0 =A0 b) can gener=
ate UV coordinates by brute force that are somewhat acceptable overall or, =
in the worst case, with the help of the artist specifying seams</div>
<div><br></div><div>for 3) being more of a production question, =A0which ap=
p is best to paint over the resulting models that are more architectural th=
an organic?</div><div><br></div><div>Thanks!</div><div><br></div><div>Juan =
Linietsky</div>
<div><br></div></div>
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