Difference between revisions of "Texture Coordinates"
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<!-- ## page was renamed from [[Category:TextureCoordinates]] --> | <!-- ## page was renamed from [[Category:TextureCoordinates]] --> | ||
= Texture Coordinates = | = Texture Coordinates = | ||
− | Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, | + | Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, often used to stretch a 2D texture onto a 3D mesh. |
== UV Tutorials == | == UV Tutorials == | ||
− | * | + | * [http://www.polycount.com/forum/showthread.php?t=82546 Organic rock UV seams] Polycount forum thread, how to create good UVs for spheroids. |
− | * | + | * [http://boards.polycount.net/showthread.php?t=70378 UV Theory] Polycount forum thread, how to plan good UVs. |
− | * [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] | + | * [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] Polycount forum thread. |
− | * | + | * [http://boards.polycount.net/showthread.php?t=69961 Unwrapping a sphere] Polycount forum thread, good methods for UVing spheres. For sphere modeling tips see [[Sphere Topology]]. |
− | * | + | * [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson], good weapon UVs. |
− | * | + | * [http://www.cgsharpe.com/?p=55 Maya / Mudbox: Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu], good character UVs. |
− | * | + | * [http://boards.polycount.net/showthread.php?t=69286 uv + turbosmooth= big problem] Polycount forum thread, how to prevent 3ds Max subdivision from distorting UVs. A similar thread: [http://boards.polycount.net/showthread.php?t=72686 Best way to approach unwrapping UVWs with Meshsmooth?] |
− | * [http://www.polycount.com/forum/showthread.php?t=80898 What's an 8-sided tiled texture ?] | + | * [http://www.polycount.com/forum/showthread.php?t=80898 What's an 8-sided tiled texture ?] Polycount forum thread, 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 10:54, 10 July 2012
Contents
Texture Coordinates
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, often used to stretch a 2D texture onto a 3D mesh.
UV Tutorials
- Organic rock UV seams Polycount forum thread, how to create good UVs for spheroids.
- UV Theory Polycount forum thread, how to plan good UVs.
- As it turns out, we all suck at unwrapping? Polycount forum thread.
- Unwrapping a sphere Polycount forum thread, good methods for UVing spheres. For sphere modeling tips see Sphere Topology.
- First-Person Weapon UVs by Joe 'EarthQuake' Wilson, good weapon UVs.
- Maya / Mudbox: Street Cop Workflow by Mashru Mishu, good character UVs.
- uv + turbosmooth= big problem Polycount forum thread, how to prevent 3ds Max subdivision from distorting UVs. A similar thread: Best way to approach unwrapping UVWs with Meshsmooth?
- What's an 8-sided tiled texture ? Polycount forum thread, 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
Maya
Softimage / XSI
- Softimage Bridge to Headus UV Layout
- Texturing Scripts on CreativeCrash.com
- Softimage Bridge to Roadkill