A long time ago there was a thread that had a whole bunch of different checker maps in it for checking UVs. I managed to lose my copy of the really nice 512x512 one with the circles.
Does anyone have a copy of it?
Has anyone come up with a better solution than it?
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Thanks!
some of mine that i like using. One of them is Pior's (circlecheck)
rock on! I spent like 15 minutes using the search function but couldn't find it
Thanks!
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I find generally its much better to use google, just type "poylcount blah blah" usualyl find decent results
No circles, but uses the letter R a lot (Nice letter the R, has no symetry in any way, so you can quickly spot rotated and mirrored areas). It'll also make them in custom sizes, yay.
You could use the PS script we have at work to generate one
No circles, but uses the letter R a lot (Nice letter the R, has no symetry in any way, so you can quickly spot rotated and mirrored areas). It'll also make them in custom sizes, yay.
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If someone told me these things then I'd know about them instead of asking the internet to help me find the one I use at home.
(now, if only I could get permission to release the dang things publically - should work on that next week)
is that aside from showing distortion with the circles, and direction with the letters, it also lets me see pixel density because it has a 1pixel checker pattern to it. It's very nice, since I know it's 512x512, so if I have a 1024 to work with, I just set it to tile twice in both directions, if I have a 256 I set it to tile .5, etc.
its simple, but i always do my final checks with:
(from the above link)
I like it because it allows you to compare resolutions, stretching, and positioning easilly - if you cant read it, you wont be able to read any detail on your texture.
UVs are a fine science, i love UV's so much
Yeah, I don't remember who originally made that one. Ghost, did you? I've been using it for quite some time, now. Great guide.
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No, it's EricChadwicks. It is awesome though, and has been incredibly helpful. I use the Max default checkermap while I'm unwrapping all the objects, but switch to that once it's time to scale all the pieces and lay them out.