#3
17th Sep 2011 at 11:58 PM
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The trick is to plan your mesh before you make it. Decide what shapes you're going to use - sphere here, plane there, etc - then make all the shapes and map them before you begin. Once you've mapped them all straight, you can reshape them however you like, and all you'll need to do to the UVMap is correct for stretching (in theory).
Of course this can't be done sensibly for bodymeshes, but for hairs, accessories, shoes, etc.; it's certainly the most efficient way.
It also helps avoid poly wasting, starting from scratch, distortion etc, since you tend to think of more potential complications during the planning stage, and don't get faced with the "spend hours fixing this stupid thing or make a bad mesh" dilemma.
Of course, in EA's case it also helps that they use meshing tools which cost thousands of US dollars. But we're ignoring that, 'cause frack, I'd rather do it by hand.
What I lack in decorum, I make up for with an absence of tact.