Hi all, I've been trying to get my head around UV mapping a sphere (excuse the pun), I've checked the Polycount Wiki and tried a few of the methods but I seem to keep getting a lot of distortion no matter what method I use. Does anyone have a set way or prefered method of doing it? I want to get a grid like pattern over the sphere like netting, so I want to have the UV's pretty straight with as little distortion as possible. Any advice appreciated, thanks
Replies
http://www.polycount.com/forum/showpost.php?p=1312335&postcount=16
http://www.polycount.com/forum/showthread.php?t=85429
here, I just figured out a good way to do it. this thread shows several ways to do it, but, the last way I just did it, is superior to every other way I've tried. I also explained WHY spheres are such trouble and WHY they have to be done a certain way to work. I also supplied 2 texture sets to illustrate the reasoning behind how and why to avoid seams and creases.
for a summary:
First I must define Seams and Creases.
Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line.
Crease(s): to refer to a place where CONFLICTING Texture Normals AND, either Image bounds OR UV outline edges between 2 UV Islands Meet causing a 3D Per-pixel ridge.
Seams are easy to deal with, you just make sure the texture repeats in all 4 directions or on all edges of the UV outline.
Creases are kinda a pain to deal with as you need to force your baking engine to contemplate BOTH sides of the sphere at the same time so that it generates the Normal Colors at the edges to be contiguous.