Forum: Carrara


Subject: Adding custom UV coords to a model for AnythingGrooves?

cjd opened this issue on Mar 27, 2004 ยท 3 posts


cjd posted Sat, 27 March 2004 at 10:14 AM

Hi All, I have an old model that was saved in DXF format. I would like to use it with AnythingGrooves. I get a message indicating that AnythingGrooves needs UV coords to function. OK, so I get my model in the VM, and I can add cylindrical or spherical mapping, and AnythingGrooves is happy. But when I use custom, I get the "Bad UV coords" message from AnythingGrooves. Ideally, I would like a custom mapping method that treats the entire surface of the object equally, with as little distortion as possible. I also do not want to break up my model with several mapping regions, since I don't want any seams. If nothing else works, spherical mapping is close to what I want, so I could work with that. If I want better results, I guess I'll have to rebuild my object. I've just downloaded UV Mapper, so I'll give that a try. Can anyone suggest anything else? Thanks, Chris


cjd posted Sat, 27 March 2004 at 6:57 PM

I've been playing with this model in ZBrush, using the skinning function which builds a new mesh over an existing one. I get good UV coords this way, so its off to AG to play some more! UVMapper "Classic" by the way does not do custom mapping, but the "Pro" version has a per vertex option. Unfortunately the demo of "Pro" does not let you save, so I can't tell if this would resolve my problem. Chris


cjd posted Sat, 27 March 2004 at 7:03 PM

correction to above: UVMapper Pro has a "per facet" option, (not "per vertex" as I previously indicated) Chris