Difference between revisions of "Texture Coordinates"
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== UV Tutorials == | == UV Tutorials == | ||
− | * [http://boards.polycount.net/showthread.php?t= | + | * How to plan good UVs is in the [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on Polycount. |
− | * [http:// | + | * Good methods for UVing spheres can be found in the [http://boards.polycount.net/showthread.php?t=69961 Unwrapping a sphere] thread on Polycount. For sphere modeling tips see [[Sphere Topology]]. |
− | * [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] thread on Polycount. | + | * A good weapon UV can be found in the tutorial [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson] |
− | * [[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 | + | * A good character UV example can be found in the tutorial [http://www.cgsharpe.com/?p=55 Maya / Mudbox: Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu]. |
− | + | * How to prevent 3ds Max subdivision from distorting UVs is in the [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] thread on Polycount. A similar thread: [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?] | |
− | * See also [[ | + | * For an automated UV projection system, see [[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]'' |
+ | * See also [[LightMap#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]] | ||
== UV Tools == | == UV Tools == |
Revision as of 08:26, 15 September 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.
UV Tutorials
- How to plan good UVs is in the UV Theory thread on Polycount.
- Good methods for UVing spheres can be found in the Unwrapping a sphere thread on Polycount. 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 Polycount. A similar thread: Best way to approach unwrapping UVWs with Meshsmooth?
- For an automated UV projection system, see Image:TextureCoordinates/attachments/uv_maya-auto-uv-network.png|attachment:uvtut_3dprojectionnetwork.jpg 3D UV projection network in Maya by Paul 'prolow' Lohman
- See also Light Map Texture Coordinates
UV Tools
3ds Max
- TexTools
- turboTools
- Normalize UVs Maxscipt
- LCSM Unwrap
- 3ds Max Bridge to Headus UV Layout
- 3ds Max Bridge to Roadkill
- morphMap