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	<title>Game Magic &#187; uv unwrapping</title>
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	<description>Putting the Magic Back in Magic Systems</description>
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		<title>uv unwrapping complications</title>
		<link>http://designingquests.com/?p=421</link>
		<comments>http://designingquests.com/?p=421#comments</comments>
		<pubDate>Sun, 28 Jun 2009 20:04:23 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[uv unwrapping]]></category>

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		<description><![CDATA[Well, I finished the polygon modeling portions of the ogre model and embarked on the uv mapping portions.  Unfortunately, I&#8217;ve discovered that Softimage Mod Tool 7.5 has some quirks that make this process a little more difficult.  First, the export as .obj file option has been removed from Mod Tool 7.5, which means that I [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Well, I finished the polygon modeling portions of the ogre model and embarked on the uv mapping portions.  Unfortunately, I&#8217;ve discovered that Softimage Mod Tool 7.5 has some quirks that make this process a little more difficult.  First, the export as .obj file option has been removed from Mod Tool 7.5, which means that I can no longer export scenes into a form that could be opened by Roadkill, a uv unwrapping application.  Mod Tool 6.0, which still had the export as .obj option, can&#8217;t open scenes from Mod Tool 7.5.  The pelt unwrapping method, which is a smoother and cleaner way of uv unwrapping organic, curvy shapes, is not present in Mod Tool and maybe not in Softimage at all.  This is unfortunate, since Ward&#8217;s book relies heavily on pelt mapping.  I probably just need to learn to do basic cylindrical and cubic sub-projections using Mod Tool&#8217;s texture editor.</p>
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