![]() every vertex on the model is assigned a UV coordinate and the coordinates are interpolated between them across the faces. It is mostly determined by ease of use and personal preference.Īs I mentioned above, the result of unwrapping an object is basically the same as in 3ds Max. But there really isn't much that either software can do that the other can't. Obviously there will be many other minor differences. This is the only main difference I can think of at the moment. ![]() The main difference in the process of UV unwrapping between 3ds Max and Blender is that in Max, unwrapping is done within a modifier whereas in Blender it is done at the base mesh level in edit mode. Unwrap 3D import/export plugins for Cinema 4D R10/10.5/11/11.5/12 to R21: se and pro (5.3 MB) Unwrap 3D import/export plugins for Daz Studio 4.5 to 4.20: se and pro (7.1 MB) Unwrap 3D import plugins for Adobe Photoshop CS3/CS4/CS5/CS6 Extended and Photoshop CC 2014/2015/2017: se and pro (1.5 MB) Third Party Plugins. So I will attempt to answer your question in two parts: Process: If in "exactly the same" you are talking about the process of unwrapping then no, every software you use will do it slightly differently if, however, you mean the result of unwrapping an object, then (as far as I know and practically speaking) yes.
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