Difference between revisions of "Texture Coordinates"
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Revision as of 01:39, 4 August 2014
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
- 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.
- LightMap#Light_Map_Texture_Coordinates
- TextureAtlas
[[attachment:uvtut_3dprojectionnetwork.jpg|Media:TextureCoordinates/attachments/uvtut_3dprojectionnetwork.jpg |
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
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.
[[attachment:uvrefmap_blackwhite.jpg|Media:TextureCoordinates/attachments/uvrefmap_blackwhite.jpg | width=128}} | [[attachment:uvrefmap_blender.jpg|[[Media:uvrefmap_blender.jpg | width=128]]]] | [[attachment:uvrefmap_checker_green.gif|{{attachment:uvrefmap_checker_green.gif |
[[attachment:uvrefmap_checker_util-mark.jpg|Media:TextureCoordinates/attachments/uvrefmap_checker_util-mark.jpg | width=128}} | [[attachment:uvrefmap_checkeredmap.jpg|[[Media:uvrefmap_checkeredmap.jpg | width=128]]]] | [[attachment:uvrefmap_circles.jpg|{{attachment:uvrefmap_circles.jpg |
[[attachment:uvrefmap_circles_letters.jpg|Media:TextureCoordinates/attachments/uvrefmap_circles_letters.jpg | width=128}} | [[attachment:uvrefmap_circles_noise.jpg|[[Media:uvrefmap_circles_noise.jpg | width=128]]]] | [[attachment:uvrefmap_circles_R_numbers.jpg|{{attachment:uvrefmap_circles_R_numbers.jpg |
[[attachment:uvrefmap_circlesgreen_noise.jpg|Media:TextureCoordinates/attachments/uvrefmap_circlesgreen_noise.jpg | width=128}} | [[attachment:uvrefmap_circlessquares.jpg|[[Media:uvrefmap_circlessquares.jpg | width=128]]]] | [[attachment:uvrefmap_grid_large.jpg|{{attachment:uvrefmap_grid_large.jpg |
[[attachment:uvrefmap_grid_small.jpg|Media:TextureCoordinates/attachments/uvrefmap_grid_small.jpg | width=128}} | [[attachment:uvrefmap_HarlequiN_grid.jpg|[[Media:uvrefmap_HarlequiN_grid.jpg | width=128]]]] | [[attachment:uvrefmap_nvidia_greengrid.jpg|{{attachment:uvrefmap_nvidia_greengrid.jpg |
Media:TextureCoordinates/attachments/uvrefmap_util-mark1.jpg | width=128 |