Alright so here is the deal. We started UVW mapping the other day and while I get the overall concept, to me this is one of the most complicated things I've done in 3D modeling yet. SO before I get into why this his hard, I first want to start off by saying what UVW mapping is and the process I take. So as you might know we often texture our 3d models with 2d images. If you know how spaces work, you would know that sometimes the 3d image might be distorted on the 3d model. To combat this, modelers UV unwrap a 3D object which essentially means take the surface of the 3D model and lay it on a flat surface. From there you can apply your 2d image onto your unwrap and make adjustments so that that image come out clean on the model. As you can see it sound pretty easy to do overall but the thing is, there are several steps that are taken in order to get from one point to the other. First I start off by applying the texture to my model. From there I convert my model to an editable poly and then apply a UVW modifier. What this does is fits the texture to the shape. After applying that modifier, I then apply a UV unwrap modifier which of course unwrap that 3d model. Next I enter the UV editor and make sure that the unwrap is as clean and smooth as possible, which mean eliminating any unnecessary folds. One you finish that you the take the unfold and edit so that you material shows up on the right spot of the model. Once you're happy with you result you can go ahead and exit the UV editor and render your project to see how it looks. I have only done this process once but it was extremely tedious and somewhat difficult. I know I will get better with time nut I can't help but wonder what will happen when I have to UVW map a complex object rather than a simple primitive.
UVW Mapping
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