mrl (7/27/2017)
...I'm assuming I need to learn how to use the C4D UV editor and then with that and Photoshop I can more-or-less follow the steps you've laid out above, yes?In 2D Space
... you use the coordinates (X & Y) to pin-point a spot. (Location)In 3D Space... you use the coordinates (X,Y,Z) to pin-point a spot. (Location)
A "Mesh"... is the surface of all objects. It has "Vertices" joined by line segments.
(Forming the shape).
The shapes are squares, known as "Quads".... these quads are split into "Triangles."
"Quads and Triangles" form "Faces" along the mesh.
To texture a mesh.... a "Shader" is applied to all of the "Faces"
Light strikes the surface and the shader goes to work (displaying the texture applied).
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BUT...
How do you texture any object? You paint or place an image over the "Faces."
How does any program know where the faces are?????
The software needs to know (exactly) where each "Vertex" is.
Remember... in 3d space, the coordinates (x,y,z) are used to pin-point a spot. (Location)
BUT....
To find a vertex.... a different coordinate is used. (U,V,W) SPACE.
In UVW Space:A mesh is (Unwrapped - Flattened)... displaying EVERY vertex and face.
THIS (flatten image) is a 2d representation of the mesh.
THIS is the mesh's UV'S.
You send this 2d uv "Template" to your image editor.
You overlay..."Paint or Place Images" on it to accurately texture it.
Hope This Helps.
Edited
7 Years Ago by
but0fc0ursee