Posted: Thu Jan 08, 2004 12:27 am
Joined: 25 Nov 2003
Posts: 157
asking you if i am on a good way ?
here it is
<edit> update 2004/01/17
warning! lycos ads
with me they go away after a while
http://mitglied.lycos.de/mosebjorn/uvunwrap/testingbuild.htm
this is not comitted in any way! i have no access to any cvs tree!
do you like the buttons for UV calculation ?
choosing, if view is top or face or (old style) sphere/cylinder?
..., aligned on X or Y ?
bjornmose
Last edited by bjornmose on Mon Jan 19, 2004 12:54 pm; edited 3 times in total
Posted: Thu Jan 08, 2004 3:24 am
Joined: 25 Feb 2003
Posts: 998
Hello. This is very cool.
The main thing I like about what you have done is that it does not generate the UV map from the screen (like blenders default mapping does)
Blenders is inaccurate, where as yours must do it internally.
I wouldent use unwrapping at all because I use photos for textures, but it would be good for game models.
- Cam
Posted: Thu Jan 08, 2004 3:24 am
Joined: 25 Feb 2003
Posts: 998
Hello. This is very cool.
The main thing I like about what you have done is that it does not generate the UV map from the screen (like blenders default mapping does)
Blenders is inaccurate, where as yours must do it internally.
I wouldent use unwrapping at all because I use photos for textures, but it would be good for game models.
- Cam
PS Would VOVE to see this in the BF-Blender CVS tree!
Posted: Sat Jan 10, 2004 12:02 pm
Joined: 22 Mar 2003
Posts: 187
I love it! You are moving in the right direction. Thanks!
Posted: Mon Jan 19, 2004 1:06 pm
Joined: 25 Nov 2003
Posts: 157
udpate 2004/01/17
page about what it does, no ads here
http://www.freewebs.com/bjornmose/
but the new build is only on the lycos page because
freewebs limit filesize to 750 k
bjornmose
Posted: Mon Jan 19, 2004 2:10 pm
Joined: 26 Nov 2002
Posts: 543
It is very useful and good!
Keep up the good work!
PS
I am working on a more general proposal on how improve UV mapping though (not so much in terms of mapping types, but more about how things look in the UV/Image Window and 3D window while mapping).
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Posted: Mon Jan 19, 2004 7:13 pm
Joined: 29 Jan 2003
Posts: 111
YES! Calculating from the top of the pole! That's exactly what I was talking about! Good work. Can't wait till it gets into the bf tree!
TorQ
Posted: Mon Jan 19, 2004 10:50 pm
Joined: 16 Oct 2002
Posts: 1177
If you could send a patch to the dev mailing list of tuhopuu with the patch, I'm pretty sure this will make it in the tree. Integration in bf afterward is just a matter of refining, standardizing and approval.
Martin
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Posted: Tue Jan 20, 2004 1:19 pm
Joined: 25 Nov 2003
Posts: 157
| Quote: |
| If you could send a patch to the dev mailing list of tuhopuu with the patch, I'm pretty sure this will make it in the tree. Integration in bf afterward is just a matter of refining, standardizing and approval. |
I first have to clean up the 'dead' variables and some other garbage left by reorganizing the code.
If someone wants to look at it, the sources are on the page.
I ' ll post the patch ASAP.
bjornmose