UV Maps?

morrisonmpmorrisonmp Posts: 152

Does anyone know of any good, beginner friendly tutorials that explain what UV Maps are and a little bit about how they work?

Thanks in advance.

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,482

    Are you just wanting this for information, in which case it's pretty simple to explain, or are you aiming to do something specific or understand a particular feature, in which case you may need other information rather than or in addition to the basic definitions.

  • morrisonmpmorrisonmp Posts: 152

    I want to start to understand the "inner workings" rather than just the basics of working with completed assets. So, a little of both. I want to understand what they are and how they work.

  • FSMCDesignsFSMCDesigns Posts: 12,756

    You are basically defining what part of a texture will apply to a certain part of a 3d model

    https://en.wikipedia.org/wiki/UV_mapping

  • Richard HaseltineRichard Haseltine Posts: 101,482

    I think that is a bit overcomplex. Essentially, for each of the polygons that make up a model there is a set of uv coordiantes for each vertex (point) defining its outline. Those UVs define a patch on an image that will be applied to the polygon to set its appearance (or to control some component of its appearance). The UV coordinates go from 0 to 1, where 0 is the bottom or left edge of the image and 1 the top or right edge - as a result they can be used with any size or proportion of image. Daz Studio native models will almost always already have the UV mapping done.

  • Roman_K2Roman_K2 Posts: 1,242

    I bookmarked this old tutorial several days ago. I haven't read it yet, but it seems fairly detailed but easy on the jargon.

    https://www.robinwood.com/Catalog/Technical/Gen3DTuts/UVMapperTut/UVMapper1-1.html

  • ShelLuserShelLuser Posts: 749

    Since we're in the new user area and I'm a bit in the mood...

    Simply put: a UV map is 2D representation of the texture that is wrapped around a 3D model.

    You see... a 3D model (also referred to as a "mesh") has 2 main properties which define its looks. First is the so called material. A material setting basically determines how the surface of a mesh is going to react to light sources. For example..  a ball out of shiny metal is going to reflect much more light than a ball made from mat plastic or cloth. Such a material preset can also define the general color of the mesh.

    But next is the texture... what if you want your mesh to show a pattern of some sort? Something very casual for pieces of clothing for example.

    The obvious problem of course: how are you going to wrap a 2D image around a 3D object?  Take that ball I mentioned.. you're not going to cope very well if you have a simple 4:3 aspect ratio'd image.

    That is why we have UV Maps: to provide us with a 2D image that represents the full surface of the 3D model. I took the liberty to attach an image to my comment which shows you an example of this...

    Here I fired up my favorite 3D editor and drew a 3D cube, you can see the original example on the right side (I highlighted it). Then I told ZBrush to create a UV map for me, and I think the results speak for themselves. ZBrush has this nice feature that lets you "morph" your model into an actual UV Map, which is what I did here. You can clearly see all 6 sides of the cube as they're laid out on my canvas.

    I hope this could help you to understand this a bit bettter!

    UV_ZBrush.jpg
    1920 x 1080 - 177K
  • morrisonmpmorrisonmp Posts: 152

    ShelLuser said:

     

    This was very helpful. Thanks. This is basically what I was trying to parse out for myself... what exactly are UV Maps. The name is not particularly descriptive or intuitive to a newbie and seeing products that talk about UV Maps for characters and putting them on other characters, etc. I couldn't really mentally frame up what we were talking about. So yeah, thanks. It helped. 

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