9.5.2

Table Of Contents
672 CHAPTER 13
RENDERING RENDER MENU 673
Optimal Mapping
Left, the cube’s UV mesh after it’s been modeled; right, after the UV mesh was calculated using
“Optimal Mapping”.
BodyPaint 3D users are already familiar with this functionality. It adjusts the UV coordinates so that
UV polygons no longer overlap. In the image above, the UV mesh as it is after the cube was modeled
is shown on the left. Since the UV polygons overlap on all six sides of the cube, baking wouldn’t be a
good idea since the cube would look the same on all sides.
If you select “Cubic” or “Angle” from the “Mode” menu, all UV polygons will be arranged separately
onto the texture. The cube’s surface is thus displayed in texture form.
The following modes are available:
Off: The UV coordinates will not be realigned; only use for baking if you
already have a UV mesh that ts.
Cubic: When possible, connected UV mesh groups will be created.
Angle: The UV mesh will broken down into numerous pieces.
NOTE:
“Optimal Mapping” only works with polygonal objects.