Hey everybody, iam back with another question,
Iam currently working with micro bevels and Face Weighted normals, which works amazingly well and fast. Problem is:
1. Is there a way in modo to autorescale my UV Islands so they are the correct proportion to each other? I unwrapped and stitched my UVs up so i have all the stuff that is connected in one pack however the unwrap /Project operation tend to kill the proportion and i can't find a way to keep proportion to each other. (so a part of the door Frame that is 10cm wide is not the same size as a 1m size piece). I know i could do that using the checker map, but it's projection to the mesh tends to be off.
2. Is there a way to keep UVs correctly between LOD0 and LOD1, if LOD0 is basically the Mesh containing the Bevels and LOD1 the mesh without. I thought i could UV the LOD1 mesh, add the bevels done. But it's not working that way. The basic outline of my UV stays but suddenly i have connections between surfacesin my UV that break em and force me to redo them.
Is that just something i have to live with ot is there an option i haven't yet seen (pretty new to the whole UVing thing, especially in Modo).
Thanks
Replies
2) not really. It's one of the reasons edge loops with averaged or weighted normals are nicer to work with, if somewhat more expensive in terms of geo and not as nice a silhouette.
Yeah i was almost afraid, that that's the answer. Just tested it on 3 cubes one without, one with bevel and one with support edges and you are right, edges are not as destructive to UVs as bevels are.
Thanks mate