Thread: UV Mapping
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# 2 02-03-2012 , 05:38 AM
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Join Date: Feb 2004
Posts: 2,988
If I understand your question correctly, what you want to do is make your checker texture repeat a few times in the placement node, therefore making the individual cells smaller. It's much easier to gauge distortion on smaller cells, than larger.

You then want to arrange your UV's in such a way that the cells are the same size all across your mesh. (Scaling, rotating, etc) This means that no part gets more detail, than any other part. However doing this may not be what you want. For example, in games, you usually want the face to have more texture space than, say the hands, as you can fit more detail into it. The shell size is usually directly proportional to what the viewer will see most.


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