Difference between revisions of "Texture Coordinates"
From polycount
(more content, organization) |
(bulky thumbnail removed) |
||
Line 11: | Line 11: | ||
* 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]. | * 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?] | * 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?] | ||
− | * For an automated UV projection system, see | + | * For an automated UV projection system, see [[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]] | * See also [[LightMap#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]] | ||
Revision as of 08:27, 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 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