I believe texture maps are also frequently referred to as uv maps. How are uv coordinates mapped to meshes and do they have complex components?
elouie2
How specifically are conformal maps created in games?
nivek
In the example with a projected face skin map, how is that remapped to the 3D structure of the face? Is the operation linear in quarternion space?
lights
@ohmygearbox UV coordinates are mapped to meshes by associating with the face it describes. Each face contains 3 vertices so we have a 1-1 correspondence between the face and the texture in that location.
jin
When would we need a non-angle preserving map?
muruc
if the model is scaled or transformed, does texture also need transformed?
I believe texture maps are also frequently referred to as uv maps. How are uv coordinates mapped to meshes and do they have complex components?
How specifically are conformal maps created in games?
In the example with a projected face skin map, how is that remapped to the 3D structure of the face? Is the operation linear in quarternion space?
@ohmygearbox UV coordinates are mapped to meshes by associating with the face it describes. Each face contains 3 vertices so we have a 1-1 correspondence between the face and the texture in that location.
When would we need a non-angle preserving map?
if the model is scaled or transformed, does texture also need transformed?