![]() ![]() In the previous chapter i have covered the most important details about the theory of UV Mapping. Note: The UV Unwrapping tools described below will help you minimize this sort of distortions. Otherwise the UV Triangles need to be stretched to cover the 3D Faces and that can result in distortions like seen here. We see that the mapping can only be undistorted if the shape of the UV face matches the shape of the Face on the model. Actually you can see what happens when you draw the internally used triangulation on the image. When it comes to rendering, Blender converts Quads to Triangles. Also the number “3” looks like it is too distorted. The 2 white arrows point to areas of (maybe unexpected) distortion. Take a closer look at the mapping of UV Face 3. Note: In practice you will not define the mapping by hand, but use a set of ready available “UV unwrapping tools” for this task. The image below shows another (weird but fully legal) mapping: Do you see that this face gets mirrored on the Object surface ? Also see how overlapping areas of UV Faces on the UV Texture get mapped multiple times to the Model surface! There is nothing wrong with this UV Map! Take a closer look at Face 2 on the lower image.They even can partially or fully overlap. 2 adjacent Faces on the 3D Object can be mapped to completely different areas in the UV Map.This is so because each 3D Face is mapped separately. However the corner vertex can(!) be mapped to 2 separate locations on the 2D image. Face 1 and Face 2 touch each other at one corner on the 3D Object. ![]() For example none of the faces in the 3D space are perfect rectangles, but all of them are mapped to perfect rectangles in the UV Texture. Consequently corresponding shapes of the 3D face and the 2D face must have the same number of vertices, but can have completely different form.Hence for each mapped Face actually its vertices are mapped. As mentioned before the mapping is done on Vertex level.In this example (see image on the right side) i have mapped 3 faces. The UV Map tells how the image has to be placed (mapped) on the Object surface. The entire set of arrows for one distinct mapping is also called UV Map. The mapping is actually the set of arrows which point from the UV texture to the 3D view.In the image above we see one UV Face mapped to one Face on the object. An area on the UV Texture which maps exactly to a Face in the 3D view is named UV Face.The flat image is typically named “Texture” and in our context it is often named UV Texture (because of the name “U” and “V” for the image axes).This helps for a better distinction from the 3D axes in the 3D view, which are usually named “X”, “Y” and “Z”. It is common practice to name the axes of the flat image “U” and “V”.I think this is very missleading and i recommend that you take care here! Sometimes you will find that people make no distinction between “UV Texture” and “UV Map”. At least if you want to cover the entire surface of your object. Note that the just described projection of one single face must be done for every face in the 3D view. The mapping is done on Vertex level: For each mapped Face actually its corner vertices are mapped from the image to the surface. This projection is also called a mapping. The rectangle in the image is now projected on the selected face of the shoe. On the right side of the image you see a 2 dimensional (flat) image with a black background and one rectangle with the number “1” placed in its center.I have selected one single face of the shoe. On the left side of the image you see the tip of the shoe within the 3D view.The image to the right illustrates the mapping from a flat image to the surface of a mesh object: Since faces are flat, projecting flat images on them is easy. Remember the basic building block of mesh objects are Faces. The image content is then mapped to the surface of the 3D object. One very common method to add color and structure (aka texturize) is by using 2D images (textures). We have to tell Blender in more detail how we want the different parts to be colorized. We have to provide hints where these parts are located on the model. When we look at a real shoe, we find at least following parts:īlender does not know how to break up a shoe into its parts. Also its reflection properties are the same all over the surface. In this chapter you will learn the basics of UV mapping and texturing.Īt the moment our material does not change along the surface of the shoe. Abstract: We now want to add some more complexity and add different color to different parts of our object. ![]()
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