Difference between revisions of "Texture Coordinates"

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(UVs for complex cylindrical-shaped meshes)
(UV Unwrapping Best Practice Factors & Priorities)
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== UV Tutorials ==
 
== UV Tutorials ==
 +
* [http://www.polycount.com/forum/showthread.php?p=1367536 UV Unwrapping Best Practice Factors & Priorities] Polycount Forum thread.
 
* [http://www.polycount.com/forum/showthread.php?t=134749 3DS Max - UVing complex objects] Polycount Forum thread, UVs for complex cylindrical-shaped meshes.
 
* [http://www.polycount.com/forum/showthread.php?t=134749 3DS Max - UVing complex objects] Polycount Forum thread, UVs for complex cylindrical-shaped meshes.
* [http://www.polycount.com/forum/showthread.php?t=133646 Best techniques for packing UV’s - Polycount Forum]
+
* [http://www.polycount.com/forum/showthread.php?t=133646 Best techniques for packing UV’s] Polycount Forum thread.
* [http://cg.tutsplus.com/sessions/an-introduction-to-uvmapping-in-3d-studio-max/ An Introduction To UVMapping In 3d Studio Max] - by Ben Tate
+
* [http://cg.tutsplus.com/sessions/an-introduction-to-uvmapping-in-3d-studio-max/ An Introduction To UVMapping In 3d Studio Max] by Ben Tate.
 
* [http://boards.polycount.net/showthread.php?t=70378 UV Theory] Polycount forum thread, how to plan good UVs.
 
* [http://boards.polycount.net/showthread.php?t=70378 UV Theory] Polycount forum thread, how to plan good UVs.
 
* [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] Polycount forum thread.
 
* [http://www.polycount.com/forum/showthread.php?t=80947 As it turns out, we all suck at unwrapping?] Polycount forum thread.
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* [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson], good weapon UVs.
 
* [[FirstPersonWeaponUV|First-Person Weapon UVs]] by [http://www.linkedin.com/in/earthquake Joe 'EarthQuake' Wilson], good weapon UVs.
 
* [http://www.cgsharpe.com/?p=55 Maya / Mudbox: Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu], good character UVs.  
 
* [http://www.cgsharpe.com/?p=55 Maya / Mudbox: Street Cop Workflow] by [http://www.fx81.com/ Mashru Mishu], good character UVs.  
* [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
 
* [[LightMap]]#Light_Map_Texture_Coordinates

Revision as of 08:32, 11 July 2014

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

[[attachment:uvtut_3dprojectionnetwork.jpg|Media:TextureCoordinates/attachments/uvtut_3dprojectionnetwork.jpg

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.
[[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

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