Difference between revisions of "Texture Coordinates"
From polycount
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== UV Tutorials == | == UV Tutorials == | ||
− | * How to create good UVs for spheroids in the [http://www.polycount.com/forum/showthread.php?t=82546 Organic rock UV seams] thread on the Polycount forum. | + | * How to create good UVs for spheroids in the [http://www.polycount.com/forum/showthread.php?t=82546 Organic rock UV seams] thread on the Polycount forum. |
− | * How to plan good UVs is in the [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on the Polycount forum. | + | * How to plan good UVs is in the [http://boards.polycount.net/showthread.php?t=70378 UV Theory] thread on the Polycount forum. |
− | * [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] thread on the Polycount forum. | + | * [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] 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 the Polycount forum. For sphere modeling tips see [[Sphere Topology]]. | * 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 the Polycount forum. 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 the Polycount forum. A similar thread: [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?] | ||
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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. | * [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]] | ||
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== UV Tools == | == UV Tools == |
Revision as of 07:52, 18 May 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.
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
[[attachment:uvtut_3dprojectionnetwork.jpg|Media:TextureCoordinates/attachments/uvtut_3dprojectionnetwork.jpg |
UV Tools
3ds Max
- TexTools
- Texture Atlas Generator
- turboTools
- Normalize UVs Maxscipt
- LCSM Unwrap
- 3ds Max Bridge to Headus UV Layout
- 3ds Max Bridge to Roadkill
- morphMap