Difference between revisions of "Texture Coordinates"

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(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, often used to stretch a 2D texture onto a 3D mesh.
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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 ==
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{| border="1"
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|[[image:skankerzero_uv_mapping_thoughts_p1of4.png|thumb]]
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|[[image:skankerzero_uv_mapping_thoughts_p2of4.png|thumb]]
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|[[image:skankerzero_uv_mapping_thoughts_p3of4.png|thumb]]
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|[[image:skankerzero_uv_mapping_thoughts_p4of4.png|thumb|none]]
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|-
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|colspan="4"|UV mapping thought process. Images by [http://www.skankerzero.com/ Jesse "skankerzero" Sosa].
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|}
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{|
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|[[image:uvtut_3dprojectionnetwork.jpg|thumb|left|An automated UV projection network in Maya.<br/>Image by [http://technicalartlead.blogspot.com Paul "prolow" Lohman].]]
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|[[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].]]
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|}
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* [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_Texture_Coordinates
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* [[Light map#Light_Map_Texture_Coordinates]]
 
* [[TextureAtlas]]
 
* [[TextureAtlas]]
  
{|
 
| [[File:uvtut_3dprojectionnetwork.jpg|thumb]]
 
| [[File:CarlosMontero_UVChannel2_3dsmax.jpg|thumb]]
 
|-
 
| An automated UV projection network in Maya.
 
| How to edit multiple UV channels in 3ds Max.
 
|-
 
|}
 
  
 
== 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]
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=== Headus ===
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* [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.

UV Tutorials

Skankerzero uv mapping thoughts p1of4.png
Skankerzero uv mapping thoughts p2of4.png
Skankerzero uv mapping thoughts p3of4.png
Skankerzero uv mapping thoughts p4of4.png
UV mapping thought process. Images by Jesse "skankerzero" Sosa.
An automated UV projection network in Maya.
Image by Paul "prolow" Lohman.
How to edit multiple UV channels in 3ds Max.
Image by Carlos "cman2k" Montero.


UV Tools

3ds Max

Headus

Maya

Softimage / XSI

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.
Uvrefmap blackwhite.jpg
Uvrefmap blender.jpg
Uvrefmap checker green.gif
Uvrefmap checker util-mark.jpg
Uvrefmap checkeredmap.jpg
Uvrefmap circles.jpg
Uvrefmap circles letters.jpg
Uvrefmap circles noise.jpg
Uvrefmap circlesgreen noise.jpg
Uvrefmap circlessquares.jpg
Uvrefmap grid large.jpg
Uvrefmap grid small.jpg
Uvrefmap HarlequiN grid.jpg
Uvrefmap nvidia greengrid.jpg
Uvrefmap util-mark1.jpg

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