Difference between revisions of "Texture Coordinates"

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== UV Tutorials ==
 
== UV Tutorials ==
* How to plan good UVs is in the [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on Polycount.  
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* How to plan good UVs is in the [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on the Polycount forum.  
* 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]].
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* Good methods for UVing spheres can be found in the [http://boards.polycount.net/showthread.php?t=69961 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 [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson]
 
* 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]
 
* 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?]
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* 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 the Polycount forum. 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 [[attachment:uvtut_3dprojectionnetwork.jpg|3D UV projection network in Maya]] by [http://technicalartlead.blogspot.com Paul 'prolow' Lohman]
 
* 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]
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* [http://www.polycount.com/forum/showthread.php?t=80898 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 [[LightMap#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]]
 
* See also [[LightMap#Light_Map_Texture_Coordinates|Light Map Texture Coordinates]]
  

Revision as of 13:57, 7 February 2011

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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