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Blender: All about UVs

Posted: Fri Nov 30, 2012 5:07 am
by Bluej97
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Welcome to a series of blender tutorials that tackle basic issues regarding UV maps.

So First of all, WHAT IS A UV MAP ?

UV mapping stands for the technique used to "wrap" a 2D image texture onto a 3D mesh. "U" and "V" are the name of the axes of a plane, since "X", "Y" and "Z" are used for the coordinates in the 3D space. For example: increasing your "V" on a sphere might move you along a longitude line (north or south), while increasing your "U" might move you along a line of latitude (east or west).

Imagine a paper 3D model of an object, e.g. a sphere, that is to be laid flat on a table. Each of the 3D coordinate of the sphere can be mapped to the 2D coordinate on the flat piece of paper. Blender provides another view of the vertexes(coordinates) in the UV/Image Editor. You can select and edit these 2D vertexes just like in the 3D Editor window. The purpose of this unwrapping of the coordinates is just to map these coordinates to images/pictures so that the 3D image can have a realistic looking surface with textures derived from these images.
(taken from: link)

Parts:

I - Copying a UV map from a model to an Identical model w/o UVs - Post # 2
II- Rotated UV Faces
Love2Raid wrote:I posted something about rotating faces in UV maps here: http://www.sticklove.com/viewtopic.php? ... 433#p29433
:)
You are welcome to post your tutorials, tutorials from the net, stuff that helped you here and I'll link it here in the first post :)

Re: Blender: All about UVs

Posted: Fri Nov 30, 2012 5:12 am
by Bluej97
TUTORIAL # 1 = Copying a UV map from a model to an Identical model w/o UVs
REQUIREMENTS:

Any Blender version ( 2.49b was used here )
Identical models ( one with UV, one without )
Basic blender knowledge
patience(?) :)
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sorry for the long posts filled with images, hopefully this helped you :)

* oh and to split the windows into 2, right click the upper part and select split windows.

Re: Blender: All about UVs

Posted: Thu Dec 27, 2012 12:43 pm
by Love2Raid
Wow, that's very interesting!! Thank you, Jet. :hug2:

Re: Blender: All about UVs

Posted: Sat Dec 29, 2012 3:01 pm
by Love2Raid
Unfortunately, they REALLY need to be identical... I had a bad UV map for Tina's nails, so I thought I could copy it from another Tina. Didn't work, since they 'don't match' or something. I ended up re-mapping the nails myself, not so hard. :P

Re: Blender: All about UVs

Posted: Tue Jan 01, 2013 12:16 pm
by Dazzy
So... I tried this and I get this:
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The UV is as it is supposed to be, but its like dis D:

Re: Blender: All about UVs

Posted: Tue Jan 01, 2013 12:21 pm
by PoophairJones
TRDaz wrote:So... I tried this and I get this:
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The UV is as it is supposed to be, but its like dis D:
That happens when the Vertex layout isn't 100% identical^^
Don't you have that mesh with UVs somewhere? a simple bone weight copy brings you farer xD

Re: Blender: All about UVs

Posted: Tue Jan 01, 2013 12:49 pm
by Dazzy
I do but meh, I have to scale it correctly so the weights wont go wrong, I always fail at scaling, the obj version is too small D:

Re: Blender: All about UVs

Posted: Tue Jan 01, 2013 1:41 pm
by PoophairJones
TRDaz wrote:I do but meh, I have to scale it correctly so the weights wont go wrong, I always fail at scaling, the obj version is too small D:
Yeah well had to do that too^^ ain't that bad i think it was scale by 2 and then adjust a bit smaller

Re: Blender: All about UVs

Posted: Tue Jan 01, 2013 9:37 pm
by Bluej97
or you can switch to wireframe mode and match the lines too xD

Re: Blender: All about UVs

Posted: Wed Jan 02, 2013 1:17 am
by Dazzy
Ok, thanks, ill try that. Used wireframe before but it wouldn't line up correctly D: xD