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Author Topic: Texturing a Subdivided Mesh  (Read 8512 times)

Bobert

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Texturing a Subdivided Mesh
« on: April 06, 2009, 03:19:09 pm »

I know that there are two ways to subdivide an object by either permanantly subdividing or converting the mesh to a subdivision object. I noticed that when ever I imported a subdivision object into UV mapper, it would convert the object back to its low poly form.

So here are my two questions....

Is it ok to texture the low poly mesh and then convert it back to a subdivision object in anim8or? I'm worried that if I do this, the texture will become warped.

OR....

Should I permenantly subdivide the mesh and then texture it?     :-[                                                   
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$imon

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Re: Texturing a Subdivided Mesh
« Reply #1 on: April 06, 2009, 03:29:54 pm »

Well Bobert, maybe you can try it out yourself, just have a square texture and see if it gets stretched if you subdivide it. As far as I know, anim8or stretches the texture if you subdivide the model..

The best thing to do in that case is not to subdivide the whole model this would result in a very high number of polies, making it more difficult to UVmap.. instead I would try making the model look good without subdivisions, so by beveling edges etcetera get the look you want for the model and then UVmap that instead.

Good luck!
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Bobert

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Re: Texturing a Subdivided Mesh
« Reply #2 on: April 08, 2009, 10:42:46 am »

Ok thank you very much for the tip $imon.  ;D
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Pincho

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Re: Texturing a Subdivided Mesh
« Reply #3 on: April 08, 2009, 02:47:36 pm »

Is there an easy way to bevel edges in Anim8or?
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floyd86

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Re: Texturing a Subdivided Mesh
« Reply #4 on: April 08, 2009, 04:55:32 pm »

Is there an easy way to bevel edges in Anim8or?

Well select an edge and use the bevel tool....

Pincho

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Re: Texturing a Subdivided Mesh
« Reply #5 on: April 08, 2009, 06:52:50 pm »

I thought those tools were all for faces... cool!
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