Mesh - Matching resolution along edges
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 From:  WillBellJr
3365.12 In reply to 3365.11 
Well again Michael, I look forward to trying out any ideas you may have on the UVs and give feedback on how it works out with my stuff!

JBShorty
"@ Will - use a curve grid to split the objects, then join together before exporting at very low resolution..."

I'm not sure what you mean by curve grid? Do you mean just split my objects at the places where the topo could be better to get a better match between the surfaces?


-Will
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 From:  PaQ
3365.13 In reply to 3365.11 
Hi Michael,

Sorry for the little delay, I had to think about it, but I would say your solid based idea probably fit the best 'my' workflow.
Probably because I don't use style at an exteme condition, I often make all my material attribution in an other software.

As far as every uv islands have the same ratio (so no stretching/scale difference between every uv's island).

Still have to think about it a little bit too :)
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 From:  Michael Gibson
3365.14 In reply to 3365.13 
Hi PaQ,

> As far as every uv islands have the same ratio (so no
> stretching/scale difference between every uv's island).

Stretching won't really be possible to totally eliminate if the surfaces themselves compress or squish.

But in relation to one another the way I was thinking would be to do it by surface area of the 3D polygons.

So for instance the corner patch in a filleted box would get a smaller UV area than a larger sized piece.

- Michael
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 From:  PaQ
3365.15 In reply to 3365.14 
>> But in relation to one another the way I was thinking would be to do it by surface area of the 3D polygons.

So for instance the corner patch in a filleted box would get a smaller UV area than a larger sized piece.

Yes what's I have in mind in fact, distortion can be fixed with a uv unwarp package.
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 From:  jbshorty
3365.16 In reply to 3365.12 
It's an old workaround used in Rhino to force tesselation where the mesher doesn't find the solution on it's own. So yes, I mean you can try splitting the object then rejoing to make "user-defined" polygonal boundaries...
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 From:  Fredrik (FREDRIKW)
3365.17 
Hi there

T-Splines can sometimes produce the kind of UV continuity you are looking for, but then again that requires Rhino + T-Splines.
T-Splines currently does not use trimmed surfaces, but it places vertex points points into the same plane to give a smooth result.
Think you may find this interesting.

-Fredrik
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