Difference between revisions of "Texture Coordinates"

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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.
* [[LightMap]]#Light_Map_Texture_Coordinates
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* [[Light map]]#Light_Map_Texture_Coordinates
 
* [[TextureAtlas]]
 
* [[TextureAtlas]]
  

Revision as of 12:16, 14 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

Uvtut 3dprojectionnetwork.jpg
CarlosMontero UVChannel2 3dsmax.jpg
An automated UV projection network in Maya. How to edit multiple UV channels in 3ds Max.

UV Tools

3ds Max

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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