Original Post
Hi,
I''ve searched the forum but i couldn''t find an answer to my question so i''m posting here. I wonder how can i calculate the correct uv for the vertices of a polygon if i use an arbitrary direction when i do planar mapping?. For example not one of the standards like 1,0,0 (YZ plane) but 0.5, 0.5, 0. Another example would be the way 3dsmax uvwmap modifier calculates new uv coordinates when you move the plane gizmo for planar mapping.
Thank You