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  • Published 2 Jan 2019

Arbitrary Seams that are not Topological Edges

This would not be very compatible with other programs, but the pros are worth it:

Given a mesh with complex topology, you could 'draw' arbitrary seams on its surface using curves. The model could then be unwrapped according to this seam layout without affecting topology. The curves would always snap to the surface of the object.

Conceptually, it would be as if the model had a coating that was being cut up. It could have any number of these coatings.

The onus would still be on the artist to create a good map layout, but I dislike how you are currently stuck using topological edges for this (afaik). This overburdens topology with 2 roles; shape and mapping. Mapping is a shape-to-shape projection, there's no reason to be bound to the topological layout as I could just finalize then cut up the mesh itself arbitrarily; this would just be a nondestructive way of doing so.

There would need to be some serious thought to understand how these seams would deal with mesh changes. Likely magnetically linked to the nearest vertices or something.

EDIT

In this mode, you could also snap/trace the vertices/edges of the topology as desired.

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Development Status: Open

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Karric
2 Jan 2019

1 Comment

jason

As you mention, such a change requires quite a bit of sacrifice in terms of interoperability and some of the fundamental underpinnings of how texture mapping currently works. To make a really convincing argument and justify that amount of work, I think it would really help to show examples and mock-ups that illustrate the things that would be possible with such a system (and aren't possible now).