Sep 10
2
Sculpting and mapping
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 2048×2048 texture that covers the whole mesh, but with better usage I could get the same effective texel density with 1024×1024 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.