Texture Coordinates
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, and often used to stretch a 2D texture onto a 3D mesh.
UV Tutorials
How to create good UVs for spheroids in the Organic rock UV seams thread on the Polycount forum.
How to plan good UVs is in the UV Theory thread on the Polycount forum.
As it turns out, we all suck at unwrapping? thread on the Polycount forum.
Good methods for UVing spheres can be found in the Unwrapping a sphere thread on the Polycount forum. For sphere modeling tips see Sphere Topology.
A good weapon UV can be found in the tutorial First-Person Weapon UVs by Joe 'EarthQuake' Wilson
A good character UV example can be found in the tutorial Maya / Mudbox: Street Cop Workflow by Mashru Mishu.
How to prevent 3ds Max subdivision from distorting UVs is in the uv + turbosmooth= big problem thread on the Polycount forum. A similar thread: Best way to approach unwrapping UVWs with Meshsmooth?
What's an 8-sided tiled texture ? thread on the Polycount forum discusses how to edit textures so you can rotate and mirror them on adjacent polygons, without seams.
See also Light Map Texture Coordinates
An automated UV projection network in Maya. |
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How to edit multiple UV channels in 3ds Max. |
UV Tools
3ds Max
Maya
Softimage / XSI
CategoryEnvironmentTexturing CategoryCharacterTexturing CategoryPropsTexturing CategoryTextureTechnique CategoryGlossary


