Saturday, October 12, 2013

Uv Mapping, My Old Friend

So we have started working with Uv-mapping in school and if you have read my posts on UV-mapping then you would know that UV stands for universal view. Simply put you have to layout you 3D model to a flat layer so that the parts of it would be distinguishable.

At start your UV mapping will look like this. A bunch of wires bunched together in chaos but soon when you will be able to tame and make everything distinguishable.


So since I have experience with mapping I'll show you the most basic tools that you will use while mapping.
1. Is the fancy unfold tool. It can only unfold one shell at a time and but the good thing about it is that you can see how the UVs become unfolded, right before your very eyes. (Thank you Joel for showing me this tool).

2. is the flip horizontal/ vertical tool. Best done when selecting individual shells.

3. The cut UV edges tool. this tool is crucial when you have a complicated shape like a character or something in with complicated shapes.

4. a less fancy unfold tool but you can unfold a lot of different shells at once.

5. level the vertices in either way the images is kind of self explanatory.

Lastly you should use the checkered texture to see if you have unfolded the UVs properly. The checkered texture should be evenly distributed.



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