![]() Step 1: Apply the temporary grid texture to the model ![]() There are many ways to setup a UV map, but here is a method that has worked for me. Textures are 2D objects so we just drop the w part and simply call them UV coordinates. The three letters before these in the alphabet are u, v and w. Why are they called UV coordinates? Our usual 3D coordinate system parameters are called x, y and z. This is easy to do with a 3D box, but something as complicated as human anatomy is a lot more difficult, but is based on the same principles. You need to be able to wrap one or more 2D surfaces around a 3D object without any overlaps and also with the minimum number of seams that covers the whole 3D surface. Texturing a 3D object is like wrapping a present or designing clothes for a body. and you can't change your UV map after the textures have been made because the textures rely on the position of the UV map. It is fundamentally important because you will use the same map for colour mapping, bump mapping, specular mapping, etc. ![]() If you want to put textures on to your polygonal 3D model, then you need to create a UV texture map to make sure the textures line up correctly, otherwise they will appear stretched and blurred. Medium Difficulty (basic prior knowledge of 3D modeling assumed) You will need your own 3D model of a person.
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