Texture Coordinates
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Revision as of 07:52, 18 May 2011 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 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