@DataJuggler,
I am resisting my natural urge to write a long explanation for you. Why? Becasue I've done it more than once before already, so I'm going to search for my older posts and give you a link or two. In theory that will be more efficient than writing it all over again from scratch. Stand by while I search...
Here is one to get you started.
The picture at the bottom of this post will show some pink areas that are very similar to what you see in the screenshot that 4u2ges shared.
https://forum.reallusion.com/FindPost346976.aspxStay tuned for more...
Man, I really should make a tutorial sometime. Some of my own typing I'm looking might might actually exist in a different forum. I know it's explained a thousand ways on the internet already, but I have a way of explaining it that (naturally) makes sense to me. It would be easier to show that to type all the time, and then all I'd need to so is make a link to the video.
So, why is it called "UV"? --- No, you silly person, it does not stand for Ultra Violet.
On a 2D surface, like paper or a computer screen, we have X-Y coordindates. X=Horizontal, Y=Vertical.
In a 3D world, we have X-Y-Z coordinates for width, height, and depth.
When you want to paint a 3D object, you will eventually have your painting applied to a 2D canvas. So "texture" files are typicall JPG or PNG files.
To achieve the ability to paint a flat canvase that get's "wrapped" onto a 3D object, think about the sewing patterns used by a tailor or dress maker. The cloth lays flat on the 2D table, is cut into pieces, and then is sewn together and you put the shirt on your 3D body.
Well, how does the computer know which part of your 2D texture goes onto what part of the 3D body? That is what the UV map does. It provides a "map" - a link or cross-reference - between the 3D model and the 2D image. It is like skinning a bear, laying the bear skin on the floor. paining on it, and putting the skin back on the bear.
Okay, so why is it called UV? Simply because "XY" is already used. Strangely, but honestly, it avoids confusion. U is horizontal and V is vertical, and a UV point on the texture is then linked to a XYZ position on the model.
That "purple mesh" that 4u2ges showed is the UV map for a cylinder. It is the cylinder cut into pieces and laid flat. It is the "dress-makers pattern" for cutting the cloth that could be wrapped onto a soup can. Again, we call is a "UV map" because it provides the link betwen the 2D textures and the 3D object.
The UV maps for characters are actually quite horrifying, since it is the skin from your character, peeled off, and layed out on a table. Ugh.
I don't know if that was comprehensible or not. Let me know.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
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Edited
6 Years Ago by
justaviking