Understanding Theory and application of 3D

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Presentation transcript:

Understanding Theory and application of 3D UV Mapping and Texturing James Tedder

UV mapping The 3D modelling process of projecting a 2D image to a 3D model's surface for texture mapping. UVW – The co-ordinate system. Only uses UV as working on a 2D plane. No depth(W). UVW – XYZ.

UV mapping UVs are essential in that they provide the connection between the surface mesh and how the image texture gets mapped onto the surface mesh. In most cases, you map and arrange UVs after you have completed your modelling and before you assign textures to the model. Otherwise, changing the model will create a mismatch between the model and the UVs, and affect how any textures appear on the model.

UV MAPPing Automatic UV mapping Planar UV mapping Cylindrical UV mapping Spherical UV mapping

UV MApping

Tools: PIn You can pin UVs to prevent them from moving during various operations, such as grabbing, smearing, unfolding, and so forth. This is useful when you are happy with the position of some UVs but would still like to modify the surrounding ones. It is also useful when unfolding or optimizing, since it allows you to freeze the position of UVs around the shell's border and then unfold/optimize relative to them.

Tools: pin

Cut Use cuts to create seams in your UV. Cuts are an important part of the unfolding process because they allow the UV texture coordinates to freely unfold with as little distortion as possible. When unfolded, the UV mesh should lay flat without overlapping.

Sew Allows you to sew/stitch/join two or more edges together

Unfolding Unfolding a UV mesh refers to the process of cutting a seam in a UV mesh and then unfolding along that seam.

Applying textures - Lambert Lambert is a flat material type that yields a smooth look without highlights. It calculates without taking into account surface reflectivity, which gives a matte, chalk-like appearance. Lambert material is ideal for surfaces that don't have highlights: pottery, chalk, matte paint, and so forth. By default, any newly created object gets the Lambert shader assigned to it.

Applying textures - Blinn The Blinn material type calculates surfaces similarly to Phong, but the shape of the specular highlights in Blinn materials reflects light more accurately. Blinn is good for metallic surfaces with soft highlights, such as brass or aluminium.

Applying textures - Phong The Phong material type takes into account the surface curvature, amount of light, and camera angle to get accurate shading and highlights. The algorithm results in tight highlights that are excellent for polished shiny surfaces, such as plastic, porcelain, and glazed ceramic.