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Understanding UVs by nervene Understanding UVs by nervene
Rearn a knoredge!

Hope this helps anyone trying to get their head around just wtf UVs are!

(click Download on the left if it's not loading for you)

The building at the bottom is based on epicmyst.deviantart.com/art/To… by EpicMyst.

_____

The truck carrying tubes and the Zimbabwe flag images are public domain images. This guide itself, however, is not public domain. Please link to it here, or leave it entirely unedited if you wish to share it on a network that does not have Internet access. Thanks!
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:iconfongmingyun:
fongmingyun Featured By Owner Oct 11, 2011
I used to TA 3D modeling. UVs and mapping are a bitch to explain because of the 2D to 3D idea. This is awesome! Thanks!
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:iconnervene:
nervene Featured By Owner Oct 11, 2011
Yes, I think UVs are one of those things best explained with creative analogies and images go to along with them, because it's not the easiest thing for someone with no understanding to grasp an object having abstracted, invisible dimensions - there's not much real-world experience to help us relate to it, short of origami (but even origami is either flat or 3D, not both at the same time). Maybe this can help you out if you have to explain them again!
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:iconbranzeiradu:
branzeiradu Featured By Owner Sep 9, 2011
ok thats about duffuse map
do you know any tutorials about other thype of maps?
the ones i know are alphas and diffuse and thats about all :(
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:iconnervene:
nervene Featured By Owner Sep 10, 2011
This isn't specific to any type of map - shown are diffuse maps, but UVs apply to any map types aside from real-time projections, specialized multi-UV setups, or other unique shaders.
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:iconbranzeiradu:
branzeiradu Featured By Owner Sep 10, 2011
indeed thats true..but what i want to say is how other map type work?
because only those 2(diffuse and alphas) are enough for creating a good image
thats what i am looking for
to understand how other type of maps function
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:iconnervene:
nervene Featured By Owner Sep 10, 2011
This overview doesn't explain how any specific map type renders aside from a brief explanation of the alpha channel's effect - the focus is on how maps attain their placement on 3D models; specific rendering effects of map types are beyond the scope of this writeup. A quick Google search has brought this up, which covers what map types do, starting at page 6: [link]
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:iconjpbbantigue:
jpbbantigue Featured By Owner Jun 23, 2011  Professional Interface Designer
Do you use the unwrap function in the 3d software you're using or do you map your UVs manually?
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:iconnervene:
nervene Featured By Owner Jun 24, 2011
If you mean using a auto-mapping function and calling it done, I never do that. There is always a use of a localized unwrapping, though - I always do my UVs "manually", but not in the sense that I am laying out every single vert on the UV grid one-by-one (though sometimes it can get close to that!), but that I will isolate logical surfaces, do a local unfold to flatten these smaller pieces out, stitch them to other pieces or break it apart as the situation calls for. It's a 3-tiered scale of sorts, balancing out distortion with seams with texture area used; the proper balance is dependent on your use for the model, hence why the computer, as of today, cannot do this job by itself - the computer only sees points and shapes, it doesn't understand the context of how they will be used when put together; only you can make the UVs as effective as they can be.
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:iconjpbbantigue:
jpbbantigue Featured By Owner Jun 24, 2011  Professional Interface Designer
I see. I guess, texturing really is a tough and detailed work, huh?
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:iconnervene:
nervene Featured By Owner Jun 24, 2011
It all depends on the style!
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