Enough talk, let's look at a simple case:
And its corresponding 2D parametrization(UV mapping), which is done quite well:
The goal here is to preserve the shapes of the triangles as much as possible(regardless of the sizes).
So you could expect a situation when it doesn't work quite as well:
And its UV map, which doesn't look quite good:
Now you can get a sense that although the shapes are well-preserved, the sizes could go crazy. So it's really a problem of striking the balance between the size and shape of each triangle, and the subjective view of the artists who have to paint it. I would say that if the future hardware supports per-polygon texturing, people won't need to find a good explanation for 3D to 2D anymore(there will never be one).
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