Difference between revisions of "Texture Coordinates"
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* [http://sculptwork.com/rr/bak/kim/roadkill.zip Softimage Bridge to Roadkill] | * [http://sculptwork.com/rr/bak/kim/roadkill.zip Softimage Bridge to Roadkill] | ||
+ | === UV Map Grids === | ||
+ | This is a texture to use while unwrapping a mesh. Sometimes called a custom uv map template, a uv checker, or a test grid. | ||
+ | |||
+ | Good things to have in a uv map grid: | ||
+ | * A large checker grid to see large distortions. | ||
+ | * A fine per-pixel grid to see small distortions. | ||
+ | * Circles help with solving distortion, as it's easier for the human eye to see when a circle is distorted than a square. | ||
+ | * Unique colors across the map, to see where the UV is tiling. | ||
+ | * Letters and/or numbers to see when the UV is reversed. | ||
+ | * Letters and/or numbers to see where a mesh feature is located in UV space. | ||
+ | |||
+ | [[image:]] | ||
---- | ---- | ||
[[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]] | [[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]] |
Revision as of 17:38, 8 February 2013
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
UV Map Grids
This is a texture to use while unwrapping a mesh. Sometimes called a custom uv map template, a uv checker, or a test grid.
Good things to have in a uv map grid:
- A large checker grid to see large distortions.
- A fine per-pixel grid to see small distortions.
- Circles help with solving distortion, as it's easier for the human eye to see when a circle is distorted than a square.
- Unique colors across the map, to see where the UV is tiling.
- Letters and/or numbers to see when the UV is reversed.
- Letters and/or numbers to see where a mesh feature is located in UV space.
[[image:]]