Maya UV Tutorial
Worked through the built-in tute for UV polygon texture mapping. Kinda simple really – though the UV reading hinted at much more chaos to come with more complex models.
I had a look around to see if there was a way to auto-fix non-planar quads. But it seems that apart from finding them and splitting them yourself you just have to live with them. This seems to be no real issue if you render out through Maya – but if you go to a realtime engine then things arent so good. Perhaps just splitting the whole thing into tris instead at the start could get around this…???
Big Screen Demo
Despite my efforts I had a very small turnout for the final harah for the big screen today. The few of us that were present did talk about the implications and possibilities which was all great anyhow. Now to go to the next phase…