Difference between revisions of "Texture Coordinates"

From polycount
Jump to: navigation, search
(SphereTopology link fix)
m (changed table style)
Line 2: Line 2:
  
 
== UV Tutorials ==
 
== UV Tutorials ==
{| border="1"
+
{| class="wikitable"
|[[image:skankerzero_uv_mapping_thoughts_p1of4.png|thumb]]
+
|[[image:skankerzero_uv_mapping_thoughts_p1of4.png|thumb|none]]
|[[image:skankerzero_uv_mapping_thoughts_p2of4.png|thumb]]
+
|[[image:skankerzero_uv_mapping_thoughts_p2of4.png|thumb|none]]
|[[image:skankerzero_uv_mapping_thoughts_p3of4.png|thumb]]
+
|[[image:skankerzero_uv_mapping_thoughts_p3of4.png|thumb|none]]
 
|[[image:skankerzero_uv_mapping_thoughts_p4of4.png|thumb|none]]
 
|[[image:skankerzero_uv_mapping_thoughts_p4of4.png|thumb|none]]
 
|-
 
|-
Line 31: Line 31:
 
* [[Light map#Light_Map_Texture_Coordinates]]
 
* [[Light map#Light_Map_Texture_Coordinates]]
 
* [[TextureAtlas]]
 
* [[TextureAtlas]]
 
  
 
== UV Tools ==
 
== UV Tools ==

Revision as of 10:20, 2 December 2014

Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mesh (see Vertex color), controlling the flow across the surface (see Flow map), etc.

UV Tutorials

Skankerzero uv mapping thoughts p1of4.png
Skankerzero uv mapping thoughts p2of4.png
Skankerzero uv mapping thoughts p3of4.png
Skankerzero uv mapping thoughts p4of4.png
UV mapping thought process. Images by Jesse "skankerzero" Sosa.
An automated UV projection network in Maya.
Image by Paul "prolow" Lohman.
How to edit multiple UV channels in 3ds Max.
Image by Carlos "cman2k" Montero.

UV Tools

3ds Max

Headus

Maya

Softimage / XSI

UV Map Grids

The grid 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

Personal tools
Namespaces

Variants
Actions
Navigation
Tools