On Wed, Apr 3, 2013 at 2:42 AM, Angus Davidson <an...@softlywhisper.com> wrote:
> One thing to query through going back through this thread is that
> the reason they are not putting much emphasis on fixing the  very ancient and 
> outdated UV editor
> is that the plan might be to move to something similar to ptex, or actually 
> decide on a
> industry wide standard for texturing.
>
> There are two things that a lot 3d folks wish would go away. 1) UV mapping
> 2) Weight painting
> Ptex provides a solution for 1) It just needs to be usable in the render
> software we use.
>
> As for part 2) I live in hope ;)

Ptex doesn't really solve any of the problems discussed in this
thread, and it's especially not appropriate for games in the near
future. It requires many more new tools just to get back to what you
have with UVs. It does one thing great, which is allow you to paint
directly in 3D on a finished model without painstakingly unwrapping
first, when you're not worried about texture memory, changing assets,
and when you have all the support workflows for painting, symmetry,
point cloud baking for when the world isn't that perfect, converting
that sensibly to a 2d texture and UVs anyway because you needed it for
realtime, etc.

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