Difference between revisions of "Texture Coordinates"
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EricChadwick (Talk | contribs) (tutorial image captions, Jesse Sosa's tut, better summary, UVLayout link.) |
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− | 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. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mesh (see [[Vertex color]]), controlling the flow across the surface (see [[Flow map]]), etc. |
== UV Tutorials == | == UV Tutorials == | ||
+ | {| border="1" | ||
+ | |[[image:skankerzero_uv_mapping_thoughts_p1of4.png|thumb]] | ||
+ | |[[image:skankerzero_uv_mapping_thoughts_p2of4.png|thumb]] | ||
+ | |[[image:skankerzero_uv_mapping_thoughts_p3of4.png|thumb]] | ||
+ | |[[image:skankerzero_uv_mapping_thoughts_p4of4.png|thumb|none]] | ||
+ | |- | ||
+ | |colspan="4"|UV mapping thought process. Images by [http://www.skankerzero.com/ Jesse "skankerzero" Sosa]. | ||
+ | |} | ||
+ | |||
+ | {| | ||
+ | |[[image:uvtut_3dprojectionnetwork.jpg|thumb|left|An automated UV projection network in Maya.<br/>Image by [http://technicalartlead.blogspot.com Paul "prolow" Lohman].]] | ||
+ | |[[image:CarlosMontero_UVChannel2_3dsmax.jpg|thumb|left|How to edit multiple UV channels in 3ds Max.<br/>Image by [http://carlosmontero.com Carlos "cman2k" Montero].]] | ||
+ | |} | ||
+ | |||
* [http://www.polycount.com/forum/showthread.php?p=1367536 UV Unwrapping Best Practice Factors & Priorities] Polycount Forum thread. | * [http://www.polycount.com/forum/showthread.php?p=1367536 UV Unwrapping Best Practice Factors & Priorities] Polycount Forum thread. | ||
* [http://www.polycount.com/forum/showthread.php?t=134749 3DS Max - UVing complex objects] Polycount Forum thread, UVs for complex cylindrical-shaped meshes. | * [http://www.polycount.com/forum/showthread.php?t=134749 3DS Max - UVing complex objects] Polycount Forum thread, UVs for complex cylindrical-shaped meshes. | ||
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* [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://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 ?] Polycount forum thread, 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 ?] Polycount forum thread, how to edit textures so you can rotate and mirror them on adjacent polygons without seams. | ||
− | * [[Light map | + | * [[Light map#Light_Map_Texture_Coordinates]] |
* [[TextureAtlas]] | * [[TextureAtlas]] | ||
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== UV Tools == | == UV Tools == | ||
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* [http://boards.polycount.net/showthread.php?t=71230 3ds Max Bridge to Roadkill] | * [http://boards.polycount.net/showthread.php?t=71230 3ds Max Bridge to Roadkill] | ||
* [http://users.skynet.be/arketip/arketip_morphMapENG.htm morphMap] | * [http://users.skynet.be/arketip/arketip_morphMapENG.htm morphMap] | ||
+ | |||
+ | === Headus === | ||
+ | * [https://www.uvlayout.com/ UVLayout] | ||
=== Maya === | === Maya === |
Revision as of 11:12, 23 November 2014
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mesh (see Vertex color), controlling the flow across the surface (see Flow map), etc.
Contents
UV Tutorials
UV mapping thought process. Images by Jesse "skankerzero" Sosa. |
- UV Unwrapping Best Practice Factors & Priorities Polycount Forum thread.
- 3DS Max - UVing complex objects Polycount Forum thread, UVs for complex cylindrical-shaped meshes.
- Best techniques for packing UV’s Polycount Forum thread.
- An Introduction To UVMapping In 3d Studio Max by Ben Tate.
- UV Theory Polycount forum thread, how to plan good UVs.
- As it turns out, we all suck at unwrapping? Polycount forum thread.
- Step-by-Step Techniques for Tiling Textures in 3ds Max - by Chris Holden, how to make texture atlases.
- Organic rock UV seams Polycount forum thread, how to create good UVs for spheroids.
- 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.
- Light map#Light_Map_Texture_Coordinates
- TextureAtlas
UV Tools
3ds Max
- TexTools
- PolyUnwrapper
- Texture Atlas Generator
- turboTools
- Normalize UVs Maxscipt
- LCSM Unwrap
- 3ds Max Bridge to Headus UV Layout
- 3ds Max Bridge to Roadkill
- morphMap
Headus
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.