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Does AM support UV-map
Sure does. A:M even has a built in UV Editor.
To access it Right Click on either your Decal or on the decal's stamp and select Edit.
This will open the mesh/decal in the UV Editor where you can adjust your mesh as necessary.
Caroline said:
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What's the reasoning behind this (not placing more than 1 5 pointer next to another), Rodney? When you put in a round something like a leg, or the horns on the giraffe head, you get 4 5-pointers at the base. I've never had a problem creating those 5-pointers together. Would it be for animation's sake? In that case, if you make them really small, is it OK?
Vern answered this pretty well and his experience far exceeds my own.
I'd say each usage will have to be considered.
A lot will depend on your project and as you've stated in many cases it'll be fine to have the 5 pointers together.
If your model in low patch count and will stay in A:M I suspect you can often do it this way.
There are several schools of thought with regard to 5 pointers.
Some prefer to avoid them altogether. (This often from those that want to export their models for use with other applications. Many a hoop is jumped through to get there.)
Some try to work them into areas of the model where the occasional artifact, odd folding or unanticipated movement in animation will be less apparent. There are also issues with 5 pointers that have to be dealt with regarding Sub Surface Scattering, Porcelain, Flipped Normals etc.
Some embrace 5 pointers and work with them extensively all along the way.
In the case of a leg or some other appendage it doesn't take much to add a few more splines into it.
If the spline/patch count doesn't increase too much by adding the additional splines in to separate the 5 pointers I say... add 'em.
This will give you room to adjust if you need to move them elsewhere on the mesh later.
Adjacent splines/patches can help smooth the transition of the surface into/through the 5 point area.
Separating them also can make them a lot easier to find and select.