Texture Coordinates
From polycount
Revision as of 10:54, 10 July 2012 by EricChadwick (Talk)
Contents
Texture Coordinates
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
- Organic rock UV seams Polycount forum thread, how to create good UVs for spheroids.
- UV Theory Polycount forum thread, how to plan good UVs.
- As it turns out, we all suck at unwrapping? Polycount forum thread.
- 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.
- 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