Graphics Reference
In-Depth Information
Fig. 9.29 When a vertex is moved accidentally, it can cause all connected faces to penetrate
another object
Fig. 9.30 The UVs for this polyset cross outside of the legal 0-1 UV space. All UVs outside of
legal space cause tiling, the repetition of map information from legal UV space
two or more copies set side-by-side (Fig. 9.30 ). Legal UV space is defi ned by
coordinates between and including 0,0 and 1,1. If tiling is desired, texture coordi-
nates may be placed outside of legal UV space. However, some game engines won't
accept UVs positioned outside legal UV space. For this reason, before tiling the
UVs in your model, you should check whether this would violate any of the techni-
cal specifi cations for your project. If you have to modify your UVs, it is easily done
by editing them.
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