> I'm not a great artist and don't know the tools very well. I have used
editors in the past that allowed me to Move, rotate and scale textures.
Based on this I would assume that UV texturing would be the only useful
format for me as most of my textures will need to be moved around to align
properly to the edges and most polygons are not axis aligned. Is this an
incorrect assumption? Have I misunderstood the power of the other >methods
that only seem useful for axis aligned planes?
You'll need to convert to UV in order to render the stuff anyway,
so it's sensible to stick to UV only. And you can always
"emulate" other projections with MakeUVs tool.
> If I'm correct and I really do need to use UV texturing, is it true that
all Lightwave polygons will need a Named UV surface? All 1000 of them? I've
read the documents from the lightwave SDK over and over but I can't see >how
this will be viable for artists so I must be reading it incorrectly.
Yes you are. ;-) You should go and try to UVmap a couple of
objects in Modeler to get a grasp of how it's working.
From programming POV each uv map is a set of (vertex index, (u,v) )
pairs. So you just cycle through the list and assign uv coords to
vertices.
> Does anyone have experience with this?
Plenty. BTW, are you writing a LWO2 parser or a plugin?
|