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Symmetry without screwing up UV's
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01-29-2013, 04:53 PM
Post: #6
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RE: Symmetry without screwing up UV's
I could program UV topological symmetry w/o too much trouble I think. I would not do it as interactive ... more like "Update UVs based on topological symmetry". Mirroring geometry gets a bit weirder because what happens when one "turtle flipper" is smaller than the other in some kind of non-linear way ... how does a programmer do topo symmetry for geometry in that case ?
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