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Sculpting and mapping

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Published on Dec 6, 2009

Got some new exciting features implemented. At the press of a key, the (arbitrary) sculpted surface is automatically split into flat sections and arranged onto a 2D texture area. I calculate a mapping from each point in the texture to the corresponding unique 3D point on the mesh, and from there I can do pretty much anything - like paste some decals which get drawn onto the texture. Right now the texture area isn't used very efficiently, as can be seen when I switch to the 2D texture view later in the video. I should be able to improve that considerably. In this scene I have a 2048x2048 texture that covers the whole mesh, but with better usage I could get the same effective texel density with 1024x1024 or less.
It will be possible to export the mesh and texture to render or edit in any traditional application with UV mapping.

Music is Dvorak.

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