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Texturing

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0% found this document useful (0 votes)
89 views7 pages

Texturing

Uploaded by

sidharthm464
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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2024

Texturing

LECTURER: SANGEETH T R

VISMAYAM COLLEGE OF ART AND MEDIA


Texturing
Texture Mapping
Texture Mapping is a way of adding realism to a 3D model by defining high-
frequency detail, surface texture, or color information on the model. In this
process, a 2D surface, also called a "Texture Map", is wrapped around a 3D
model. This process is also called as diffuse mapping. Texture maps are
essential to make your 3D images look real. They are applied to 3D models to
create special effects, patterns or repeating textures.

Commonly used texture maps include: color maps, transparency maps,


specular maps, reflection maps, displacement maps
and bump maps. You can map a 2D or 3D texture to your material. Textures
map to geometry based on the object's UV texture coordinates.

UV Mapping (Unwrapping)

UV mapping is the 3D modeling process of projecting a 2D image onto the


surface of a 3D model to create texture mapping. The 3D object is unwrapped
and the 2D texture is applied to it.

However, UV mapping can also introduce distortion, stretching, seams, and


other artifacts that can ruin the appearance and performance of your 3D model.
A distortion means the image texture and various pixels look stretched or
pinched when applied to the model. This happens due to the inappropriate
projection of a texture on the geometry.
This can be rectified by appropriate positioning of UVs through different
projection methods and manual editing of the UVs.

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.

Methods 0f Mapping UVs


Mapping UVs refers to the actual process of assigning UVs to a mesh.
Typically, you begin the process by projecting UVs onto the mesh surface from
one or more primitive objects (like a plane, cylinder, or sphere) that
approximates the contour of your mesh.
For example:
Projecting a Planar map onto a flat street or building face.
Projecting a Cylindrical map around a head or torso.

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. Select the UVs you want to align.


UVs by 2. In the UV Toolkit, open the Align & Snap section.
aligning 3. Click one of the Align buttons to align the UVs relative to the
them furthest one in the appropriate direction.

Straighten 1. Select the UVs you want to align.


UVs by 2. In the UV Toolkit, open the Unfold section.
adjusting 3. Next to Straighten UVs, set the Maximum Angle and Axes to
their straighten along.
angles to 4. Click Straighten UVs.
adjacent
UVs

Straighten 1. Select the UVs you want to align.


UVs by 2. In the UV Toolkit, open the Align & Snap section.
matching 3. Click Match Grid.
them to a You can Shift + click the button to open the Grid UVs Options, which
grid allow you to alter customize the size of the grid that the UVs will align
to. Note that this is not necessarily reflected by the visible grid in UV
space.

Straighten 1. Select a UV or edge loop.


a selected 2. In the UV Toolkit, open the Unfold section.
edge loop 3. Click Straighten Shell.
and then
unfold
around it

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.

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