Texture Coordinates
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Revision as of 08:27, 15 September 2010 by EricChadwick (Talk)
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 plan good UVs is in the UV Theory thread on Polycount.
- Good methods for UVing spheres can be found in the Unwrapping a sphere thread on Polycount. 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 Polycount. A similar thread: Best way to approach unwrapping UVWs with Meshsmooth?
- For an automated UV projection system, see 3D UV projection network in Maya by Paul 'prolow' Lohman
- See also Light Map Texture Coordinates
UV Tools
3ds Max
- TexTools
- turboTools
- Normalize UVs Maxscipt
- LCSM Unwrap
- 3ds Max Bridge to Headus UV Layout
- 3ds Max Bridge to Roadkill
- morphMap