Difference between revisions of "Texture Coordinates"
From polycount
(carlos' image, paul's image) |
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* [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com] | * [http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com] | ||
* [http://www.castorlee.com/maya-tools/auto-uv-mapper Castor Lee's Auto UV Mapper] | * [http://www.castorlee.com/maya-tools/auto-uv-mapper Castor Lee's Auto UV Mapper] | ||
+ | |||
+ | === Softimage / XSI === | ||
+ | * [http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm Softimage Bridge to Headus UV Layout] | ||
+ | * [http://www.creativecrash.com/xsi/downloads/scripts-plugins/texturing/c/ Texturing Scripts on CreativeCrash.com] | ||
+ | * [http://sculptwork.com/rr/bak/kim/roadkill.zip Softimage Bridge to Roadkill] | ||
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[[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]] | [[Category:EnvironmentTexturing]] [[Category:CharacterTexturing]] [[Category:PropsTexturing]] [[Category:TextureTechnique]] [[Category:Glossary]] |
Revision as of 10:14, 20 May 2011
Contents
Texture Coordinates
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh, and often used to stretch a 2D texture onto a 3D mesh.
UV Tutorials
- How to create good UVs for spheroids in the Organic rock UV seams thread on the Polycount forum.
- How to plan good UVs is in the UV Theory thread on the Polycount forum.
- As it turns out, we all suck at unwrapping? thread on the Polycount forum.
- Good methods for UVing spheres can be found in the Unwrapping a sphere thread on the Polycount forum. For sphere modeling tips see Sphere Topology.
- A good weapon UV can be found in the tutorial First-Person Weapon UVs by Joe 'EarthQuake' Wilson
- A good character UV example can be found in the tutorial Maya / Mudbox: Street Cop Workflow by Mashru Mishu.
- How to prevent 3ds Max subdivision from distorting UVs is in the uv + turbosmooth= big problem thread on the Polycount forum. A similar thread: Best way to approach unwrapping UVWs with Meshsmooth?
- What's an 8-sided tiled texture ? thread on the Polycount forum discusses 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