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Did stone Mason UV map each and every peace of debris ?
Posted: 26 October 2012 02:19 PM   [ Ignore ]
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Stonemasons city ruins meshes.has a lot of debris laying around.
Did stone Mason UV map each and every peace of debris
so a checker bored test texture fit like on the tShirt ?

http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/surfacing/tutorials/basics_uv_mapping_guidelines/start

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Posted: 26 October 2012 02:38 PM   [ Ignore ]   [ # 1 ]
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probably :D
It’s one of the requirements for models sold on the DAZ site.

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Posted: 26 October 2012 04:40 PM   [ Ignore ]   [ # 2 ]
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And he even removes any face of the mesh you are not supposed to see, to keep it as lite as possible!

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Posted: 26 October 2012 05:04 PM   [ Ignore ]   [ # 3 ]
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Hey Peter I see you joined at the birth of the universe.

I didn’t know he removed faces not seen. I haven’t got much Stonemason stuff and never realy looked.

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Posted: 26 October 2012 05:15 PM   [ Ignore ]   [ # 4 ]
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Birth of the universe? I thought it was the end! LOL

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Posted: 26 October 2012 05:17 PM   [ Ignore ]   [ # 5 ]
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Probably the end of something and the beginning of something else.

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Posted: 26 October 2012 06:23 PM   [ Ignore ]   [ # 6 ]
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That was at around the previous DAZ website/store upgrade and time stopped then grin

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Posted: 26 October 2012 06:38 PM   [ Ignore ]   [ # 7 ]
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The short answer is yes—any mesh that takes a bitmap texture will have a UV map. However, this is not necessarily as laborious as it sounds. I don’t have this product but it seems to me that in most cases seams will not be an issue and exact placement of texure features is not necessary for objects like this. A whole bunch of sub-objects can be unwrapped at once onto a single UV map using the same texture—automatic unwrapping is likely to be adequate. Another possibility is that larger objects can be mapped once and copies made which can be remodelled to an extent without having to remap them.

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Posted: 27 October 2012 12:46 AM   [ Ignore ]   [ # 8 ]
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Hiro Protagonist - 26 October 2012 06:38 PM

The short answer is yes—any mesh that takes a bitmap texture will have a UV map. However, this is not necessarily as laborious as it sounds. I don’t have this product but it seems to me that in most cases seams will not be an issue and exact placement of texure features is not necessary for objects like this. A whole bunch of sub-objects can be unwrapped at once onto a single UV map using the same texture—automatic unwrapping is likely to be adequate. Another possibility is that larger objects can be mapped once and copies made which can be remodelled to an extent without having to remap them.

Never needed uvmaps with zBrush .So I know next to nothing about mapping.

zBrush has UV Map it’s automatic but makes no since when laid flat.
zBrush has a plug called UV Master.it’s a automatic unwrapper but you can not modified the map.
Don’t know if ether is acceptable for DAZ

Is that what you mean buy automatic unwrapping ?
If not then could you explain ?

I do have a regular uv mapper in Blender if that helps

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Posted: 27 October 2012 07:48 AM   [ Ignore ]   [ # 9 ]
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RorrKonn - 27 October 2012 12:46 AM

Never needed uvmaps with zBrush .So I know next to nothing about mapping.

zBrush has UV Map it’s automatic but makes no since when laid flat.
zBrush has a plug called UV Master.it’s a automatic unwrapper but you can not modified the map.
Don’t know if ether is acceptable for DAZ

Is that what you mean buy automatic unwrapping ?
If not then could you explain ?

I do have a regular uv mapper in Blender if that helps

Yes—I just mean letting the application do the unwrapping without manual intervention by the user, such as marking seams and then going in and editing the map afterwards. Just the one click process and leaving it as it is. I’m just saying that for unwrapping things like this debris it can be done quickly without a lot of tweaking or none at all. If you want a map that you can paint specific features on in 2D, though (i.e. not using UV painting or projection painting), or to fix an existing texture to, then you will need a map that makes sense, and not all of the automated ones will.

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Posted: 27 October 2012 11:24 AM   [ Ignore ]   [ # 10 ]
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And of course the always popular option of creating one or two base objects, mapping them and then just replicating and deforming them a bit.

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Posted: 27 October 2012 02:45 PM   [ Ignore ]   [ # 11 ]
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Thanks for all the info.

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