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Creating/Exporting Textured Models: How to get it right?

Started by kibokun Nov 18, 2010 at 2:21 PM 0 replies 800+ views
Original Post
kibokun
kibokun
Hey all, I'm a coder through-and-through and I'm very inexperienced with 3d modeling packages. I'm trying to create models in such a way that when I load them from a file (let's say I'm using .obj), all the texture coordinate information in UV space is stored per-vertex.

If I paint on textures in a program such as Blender and export it to OBJ, is that what happens? I know there are more application-specific details, but I believe I should still be able to concretely specify UV coordinates per vertex in this way, right?

Can I simply rely on this information in my shaders to sample the specified textures at the correct points and interpolate across a triangle? I feel like this makes a good bit of sense, but I'd like to know if my concept of the pipeline is completely wrong.

Thanks!
karwosts
karwosts
Yes, obj will export your uv coordinates per vertex, and yes, your shaders will interpolate the uv across a triangle. I think you've got the right idea.

Inside the modeling program you have to go through a process called 'uv unwrapping' which is what specifies the uv at each vertex.
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