Lecture 8: Mesh Representations and Geometry Processing (77)
CalArsen
It seems that making more equilateral triangles is better for making 3D meshes, but in the case of uv texture mapping, that mesh might get stretched again depending on what texture the user wants to map. Is this an important thing to consider when designing meshes or textures, or do things just work out when uv mapping?
micahtyong
Are there cases where we lose important information by centering vertices, such that the resulting overall mesh could be perceived differently?
It seems that making more equilateral triangles is better for making 3D meshes, but in the case of uv texture mapping, that mesh might get stretched again depending on what texture the user wants to map. Is this an important thing to consider when designing meshes or textures, or do things just work out when uv mapping?
Are there cases where we lose important information by centering vertices, such that the resulting overall mesh could be perceived differently?