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Thread: simple uv question

  1. #1
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    Default simple uv question

    I always notice have perfect uv checkers can be in some peoples models, and was wondering what was more important. in the image im using to demonstrate my Q, you'll notice that (in the uv editor) the selection has been relaxed to it normal state, but in the viewport, the checkers are not uniform. Should I leave the selection as is, or, break an edge and flatten the circle into a straight line so the checkers are uniform. does it matter?
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  2. #2
    I could stop if I wanted to
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    Default Re: simple uv question

    I suppose it depends on the texture you are ultimately using. If it requires an image to be wrapped around the circumference, then wrapping the UV would probably be necessary. It's it's a procedural map or similar, then obviously no wrapping is necessary. Also, some other things to keep in mind:
    • How close will the camera get/size of rendering?
    • Other object potentially blocking this one?
    • Level of detail needed
    I can easily get sucked into details that end up not mattering in the least. The perfectionist in me wants everything to be just right. Most of the time it's overkill.

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