NordFenris

03-12-2002, 12:11 PM

Hi there, all!

I'm having a bit of a philosophical question here, I think. How does one calculate correct UV mapping coordinates? (If there is a way to do it)

The thing is, I export OBJ files from my 3D modeling package (Carrara, buggy SOB, but nice), and the texture coordinates come out with a distorted edge. So, I set out to calculate my own. The way I see it, sphere mapping is not sufficient, since I need something that is more dependent on the distance between vertices.

So, I start out at vertex 0 (Already this is wrong, I'm supposed to start at some kind of "top vertex", but hey!) and I wish to measure the circumference of my model. I don't think this is possible, since we're dealing with 3D here.

Any thoughts? How do 3DS Max handle this?

TIA

/Ivan

I'm having a bit of a philosophical question here, I think. How does one calculate correct UV mapping coordinates? (If there is a way to do it)

The thing is, I export OBJ files from my 3D modeling package (Carrara, buggy SOB, but nice), and the texture coordinates come out with a distorted edge. So, I set out to calculate my own. The way I see it, sphere mapping is not sufficient, since I need something that is more dependent on the distance between vertices.

So, I start out at vertex 0 (Already this is wrong, I'm supposed to start at some kind of "top vertex", but hey!) and I wish to measure the circumference of my model. I don't think this is possible, since we're dealing with 3D here.

Any thoughts? How do 3DS Max handle this?

TIA

/Ivan