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# 1 11-07-2005 , 02:26 PM
Minstrel's Avatar
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Join Date: Nov 2002
Location: Made in Spain
Posts: 422

Spitfire texturing tut

I am finding that when I convert my poly model to subd, after uv mapping the fuselage and applying a checker map, there is some stretching in some areas. I corrected most of the stuff by cleaning out, significantly, the mesh, but there are a couple of places that still have problems. If I use smooth instead I don't have any problems. I am guessing this problem is inherent in how subd work, but that seems to be a significant limiting factor. I have watched up to the 9th download so perhaps I am missing something. Is subd just a stepping stone when ever using uv mapped texturing? (That is, converting back and forth between subd and poly through the modeling process and then at the very end use smooth).

Also, is a subd model easier to render (fewer faces...less complex) than a smoothed/nurb object? If this is true then it would make sense to use subd for objects that are not uv map textured.

Thanks