I'm a programmer who's trying to get into modeling, but i'm having a hard time achieving the effect i want, in the way i'd like to.
I have a circular mesh, on this i'd like to project a square texture. Using a custom shader i can easily overwrite the UV values to roughly what i want, namely the length of the local vertex positions xy.
However i'd like to just export the mesh with the correct UV's, but i cant wrap my head around how, what they should be. This is roughly what i got going at the moment:
I think i want the top vertices to have V 1, and the bottom vertices V -1, same with X. But i dont know how to set the correct value for each vertex. How do i know what selection in the UV view corresponds to what vertex in the world? Is there a better way to go about achieving the effect i want? Maybe the mesh should be triangulated differently, with a vertex in the center?