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Do you know UVs in modeling?
2022-07-03 04:46:00 【Basic modeling】
Hello everyone ! I am a up Lord : Basic modeling
Today is mainly about talking about and UV Some basic knowledge about .

One 、 exhibition UV An introduction to the
It means to put a 3D Face of model , Flatten and expand into a corresponding 2D Coordinate image .
So this 3D The model can be based on coordinates , Show it correctly 2D texture of material .
Simply speaking , Is to put 3D The model is divided and processed into a plan , Then you can export it to planar software to draw maps .

Two 、 The basic rule
* Try to sew large pieces of face together , Don't let UV It looks too scattered .
** Try to reduce 2D Image distortion , Make it meet 3D The law of the model .
*** Place reasonably UV, Use coincident UV.

3、 ... and 、UV Spatial fundamentals
* It is based on 0~1 The grid of , Smallest unit 0.1 Unit lattice of .
One UV Mapping is to transform the three-dimensional model X、Y、Z The coordinates are converted to 2D Of UVW Space .
** According to the model tools and mapping tools in the software
3D Of X The coordinates correspond to 2D Coordinate U towards , Lengthwise Y The coordinates correspond to 2D Coordinate V coordinate ,Z The coordinates correspond to W coordinate .
*** Be careful :
Model flattening polygons need to be placed in UV Inside the grid , In this way, accurate texture information can be obtained in baking and rendering .
Why UV Coordinates instead of standard projection coordinates ?
Usually the most standard way to texture an object is to planar( Plane ),cylindrical( Cylinder ), spherical( spherical ),cubic( square box ) Coordinate projection mapping .

Four 、 Tangents and seams
* Tangent line (Tangent) The vector is actually the model space coordinate relative to U The rate of change of the value component
And the sub tangent (Bitangent) The vector is the model space coordinate relative to V The rate of change of the value component .
** exhibition UV It's impossible to have no seams , however UV The joint of should be placed on the model “ hidden ” It's about .
For example, the opening of the head should be behind the head , The thigh should be placed on the inside of the thigh and so on .
When drawing maps, most of them use PS To draw , as for UV Joints should be BodyPaint3D To draw .
use BodyPaint3D It's easy to handle UV Texture at seams .
*** Be careful :
UV Cutting and jointing , In the organic model ( It's a model similar to biology that has no hard edges ) And hard edged models ( For example, mechanical models ) There is a very obvious difference between .
Because hard edged models need to cut more UV Edge joint , To reduce deformation . This also prevents errors in normals and baking .
In addition to high modulus and smoothness , Normals also help to better shade . To ensure that it can be used in hard edged models , Cutting UV When , Some precautions need to be taken .

All right. ! Thanks for reading , If you have any questions, you can directly find Small make up , Hopefully that helped .
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