Uhh I guess this is a pretty stupid question but I just noticed that the UV map seems to be almost completely unrelated to the original mesh, somehow... and I am unsure of the consequences.
Ok hard to explain what I mean, so I will explain how I noticed it:
I want to make LODs for a completly done and unwrapped model, and as the texture position is pretty much preserved while welding faces in Wings3D this is a quick way to get things done I though.
But then I noticed the oddity that the UV map doesn't reflect the changes to the mesh at all (even after exporting to .obj/3ds and reimporting) and stays 'high' poly all the time
I always though the UV map was a bend direct representation of the base mesh (with basicly fixed 2D coordinates), thus deleting (not moving) faces from it it would modify the UV map, but this doesn't seem to be the case (or is it some Wings3D hick-up or oddity of the model?).
So is the UV map in reality a almost completely unrelated flat mesh? And what are the consequences for doing LODs?
Do I have to redo the unwrapping for each LOD to get the best results (As the point of LODs is polygon reduction, which should be reflected on the UV mesh also, right?).
Damn I always though I knew this stuff...
Could someone clear this up for me?
Replies
After messing a bit with Blender (hey I am starting to get the interface...maybe I will like it sometimes soon )
I realized that I was just stupid and didn't realize the geometry was mirrored (didn't make the model myself) and I only editied one side which was hard to see in the UV editor of Wings3D (didn't look as closely as in Blender though ).
Thus it is all like I always though and I feel sooo dumb right now
Well let this be a warning to the kids, to never quickly post something you have a bad feeling about right in the beginning (I knew I was just stupid somehow).