Lecture 5: Texture Mapping (8)

All the triangles we see on the mesh have their own associated uv-coordinates, but we should also keep in mind that these triangles are not "intrinsic to the surface." We can create meshes of 3D models using these triangles, but they are also important for helping us create textures that we can map to these models such that the models appear to be rendered correctly.


Having a reference image, and projecting this image onto a texture is a fairly straight forward process (through screen-space vs texture-space mapping) as we've seen in Assignment 1. But in this case, there's a very specific artwork we're trying to design, which intuitively looks like the desired result in "rendered result" but looks very complex and 'unintuitive' in its texture space 'flattening'. How do graphics designers actually go about designing their textures? It seems very difficult to work from this skewed and flattened version of our graphic's desired texture

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