Difference between revisions of "Texture Coordinates"

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(To general to be a category, doesn't fit in any one art discipline.)
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* [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on Polycount. How to plan good UVs.
 
* [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on Polycount. How to plan good UVs.
 
* [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] thread on Polycount. How to prevent 3ds Max subdivision from distorting UVs. Similar thread [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?]
 
* [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] thread on Polycount. How to prevent 3ds Max subdivision from distorting UVs. Similar thread [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?]
* [[attachment:uvtut_3dprojectionnetwork.jpg|Image:TextureCoordinates/attachments/uv_maya-auto-uv-network.png]] [[attachment:uvtut_3dprojectionnetwork.jpg|3D UV projection network in Maya]] by ''[http://technicalartlead.blogspot.com Paul 'prolow' Lohman]''
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* [[attachment:uvtut_3dprojectionnetwork.jpg|Image:TextureCoordinates/attachments/uv_maya-auto-uv-network.png|attachment:uvtut_3dprojectionnetwork.jpg]] [[attachment:uvtut_3dprojectionnetwork.jpg|3D UV projection network in Maya]] by ''[http://technicalartlead.blogspot.com Paul 'prolow' Lohman]''
 
* [[First-Person Weapon UVs]] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''
 
* [[First-Person Weapon UVs]] by ''[http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]''
* See also [[Light Map#Light Map Texture Coordinates|Light Map Texture Coordinates]]
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* See also [[Light Map#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]]
  
 
== UV Tools ==
 
== UV Tools ==
 
 
=== 3ds Max ===
 
=== 3ds Max ===
 
* [http://boards.polycount.net/showthread.php?t=69736 TexTools]
 
* [http://boards.polycount.net/showthread.php?t=69736 TexTools]
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* [http://www.headus.com/phpbb/viewtopic.php?t=394 Maya Bridge to Headus UV Layout]
 
* [http://www.headus.com/phpbb/viewtopic.php?t=394 Maya Bridge to Headus UV Layout]
 
* [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com]
 
* [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com]
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* [http://www.castorlee.com/maya-tools/auto-uv-mapper Castor Lee's Auto UV Mapper]
  
 
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[[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]]
 
[[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]]

Revision as of 15:01, 25 August 2010

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.


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