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
[hide]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.