![]() ![]() To set the UV Selection Mode, in the UV Editor click the appropriate button in the UV Editors Header, Vertex, Edge, Face, Island, or press (main keyboard) 1, 2, 3 or 4 respectively.ĭesign note: when working with UVs and the UV Editor generally, although there are a number of different element types available – Vertex, Edge, Face, Island – they are generally all displayed, but not necessarily selectable, at the same time regardless of the active selection mode. With these, UVs, individually or as part of a larger collection, can be manipulated relative to the square workspace grid that represents the area occupied by an image, the Texture Space, it’s this area that determines the ‘what’ and ‘where’ placement of UVs with respect to any image mapped to an object. ![]() Each has a corresponding UV Selection Mode so the different elements can be selected and manipulated individually, or as part of a larger group or collection, using the Move ( G), Rotate ( R) and Scale ( S) tools available in the UV Editor Toolbar ( T) down the left side of the editor. a Vertex, Edge, Face, and UV editing specific, Island. ![]() UV maps are edited, manipulated and managed in the UV Editor, or UV Editing Workspace, using the same basic compositional and selectable elements as a mesh in the 3D Viewport, i.e. UV Editing Workspace showing a simple (default) Cube mesh object UV Unwrapped (right) to create a UV Map (left) ready for an image to be mapped so it appears in the 3D Viewport. This map is the objects UV Map, the process of creating it, UV Unwrapping.ĭesign note: although UV Unwrapping and UV Mapping are technically distinct terms they are often used interchangeably to refer to the same process mapping or preparing an object for image assignment. In other words, for a mesh to appear as though its made from wood, a 2D map of the object is needed for the wood texture to appear correctly positioned on the mesh when viewed or rendered. UV Maps are essentially two-dimensional representations of three-dimensional structures that have been processed, or unwrapped, to form an otherwise flat layout or map of an object to which an image or material can be assigned. Important: see UV Editing (Workspace) Basics for more on UV editing generally. For correct display this means objects need to be UV Unwrapped, and images UV Mapped to those unwrapped surfaces, before anything is seen, requiring a basic understanding of UV Maps. For newer versions of Blender UV Maps play a more important role because, with the removal of the now obsolete Blender Render engine, textures and materials are not rendered on surfaces without them. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |