Texturing
Texturing
Texturing
LECTURER: SANGEETH T R
UV Mapping (Unwrapping)
Seams are a crucial element of the UV mapping process and are unavoidable
when you flatten any 3D object. A seam is the part of the texture or design of
the polygon mesh that has to be split for the design to convert the 3D mesh into
a 2D UV map.
Overlapping UVs happen when two or more of the polygons in your UV map
are on top of one another. This means these two parts of the model will display
the same area of the texture or design, as they both take up the same UV
coordinates.
Common Soft-wares
• Blender.
• Ultimate Unwrap 3D.
• Autodesk Maya.
• 3D-Coat.
• Wings 3D.
• Unfold3D.
• UV Layout.
Planar UV mapping
Planar mapping projects UVs onto a mesh through a plane. This projection is
best for objects that are relatively flat, or at least are completely visible from
one camera angle.
Planar mapping typically gives overlapping UV shells. The UV shells may be
perfectly superimposed and look like a single UV shell. You should
use UV > Layout after mapping to separate overlapping UVs.
Cylindrical UV mapping
Cylindrical mapping creates UVs for an object based on a cylindrical projection
shape that gets wrapped around the mesh. This projection is best for shapes
which can be completely enclosed and visible within a cylinder, without
projecting or hollow parts.
Spherical UV mapping
Spherical mapping create UVs using a projection that is based on a spherical
shape wrapped around the mesh. This projection is best for shapes which can be
completely enclosed and visible within a sphere, without projecting or hollow
parts.
Automatic UV mapping
Automatic mapping creates UVs for a polygon mesh by attempting to find the
best UV placement by simultaneously projecting from multiple planes. This
method of UV mapping is useful on more complex shapes where the basic
planar, cylindrical, or spherical projections do not produce UVs that are useful,
especially on components that project outwards or are hollow in nature.
Best Plane UV mapping
Best Plane UV mapping creates UVs for a polygon mesh based on the faces /
vertices you specify by projecting the best possible plane connecting
components you specify. It's especially useful for projecting onto a subset of
selected faces.
UV TOOLS
Move UV Shell Tool
The Move UV Shell tool allows you to move UV shells while preventing
overlap with other UV shells or even maintaining specific shell spacing.
PIN TOOL
The Pin UV Tool locks affected vertices so they cannot be modified.
The Cut UV Tool
The Cut UV Tool lets you split UVs by dragging along edges.
Sew UV Tool
The Sew UV Tool lets you weld UVs by dragging along edges
Symmetrize UV Tool
The Symmetrize UV Tool lets you mirror components in the UV Editor across
the U or V axis. The line of symmetry is displayed as a bold line.
Pinch UV tool
The Pinch UV Tool pulls UVs in towards the centre of the tool cursor, making
the texture take up less space on the model.
Smear UV Tool
The Smear UV Tool moves UVs in a direction that is tangent to their original
position on the surface in the direction you stroke.
Unfold UV and Optimize UV Tools
The Unfold UV Tool lets you interactively unwrap the UV mesh for a polygonal
object while trying to ensure that the UVs do not overlap. Unfolding UVs helps
to minimize the distortion of texture maps on organic polygon meshes by
optimizing the position of the UV coordinates so they more closely reflect the
original polygon mesh.
Straighten UVs
You will often need to straighten UVs along the same edge loop in order to fix
distortions on a UV map. There are a number of different ways to do this:
To... Do this:
Straighten 1. In the UV Editor, select the UVs around the tangled UV border.
a UV It doesn’t matter if you select interior UVs along with border
border UVs. Straighten UV Border only acts on the borders.
In some cases, it is difficult to select the UVs you want to straighten
without selecting other UVs you want to leave unaffected. In these
cases, you can leave a gap in your selection and use the Fill Gaps in
Selection option to straighten the UVs you could not select.
2. Select Modify > Straighten UV Border (or
alternatively, UV > Straighten UV Border in the main menu bar).
3. Select the polyStraightenUVBorder node and edit the attributes
in the Attribute Editor or Channel Box.