Texture Coordinates

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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

Uvtut 3dprojectionnetwork.jpg
CarlosMontero UVChannel2 3dsmax.jpg
An automated UV projection network in Maya. How to edit multiple UV channels in 3ds Max.

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.
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

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