Just picked this up last week, been fooling around with it this weekend.
Anyway, I was wondering if any of you guys have experience with this program. Any specific parts of the program you have found useful, besides the obvious of painting over seams?
Also, the UV Setup Wizard... this seems to make painting the texture instead of directly on the mesh nearly impossible because of how many pieces it breaks the mesh into. Is there any use to be gotten from this, or is unwrapping in Max still standard?
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At the end, the 2D work will be so "close" to the 3D support that you will no longer see it as a "2D texture applied on a 3D mesh", but more as a true 3D entity.
The seamless painting is a force, but it's nothing compared to the power you gain in "design".
Thanks for the insight, I can't wait to get home and play with it some more.
Plus you might wanna come back and edit the texture in Photoshop, or if you're giving the model to someone else to texture too, they want good UV's to work with - an automatic UV generator will never generate as painter- and game-friendly UV's as doing it by hand. Plus you can mirror and stack similar UV segments when doing it by hand, an automatic mapper would not do that.
It's probably still good practise to unwrap by hand in Max or whatever program you model in. That way you can get the most efficient layout, especially for games, where texture memory is limited, and every extra seam in the UV's creates more UV vertices which means more processing time when the model is in game.
Plus you might wanna come back and edit the texture in Photoshop, or if you're giving the model to someone else to texture too, they want good UV's to work with - an automatic UV generator will never generate as painter- and game-friendly UV's as doing it by hand. Plus you can mirror and stack similar UV segments when doing it by hand, an automatic mapper would not do that.
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Thanks, just info I was looking for.