what is uvmapping?

ToobisToobis Posts: 990

I just want to know what it is and try and give a basic definition to start with and explain how its usually done. Is it generally done in another program such as Blender or? try not be too complex thanks.

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,843

    UVMapping is defining how the texture will display on the polygon(s). There is such a thing as google FYI https://en.wikipedia.org/wiki/UV_mapping

    It has to be done in a modeling app or a program made especially for UV Mapping, not in DS

  • Peter WadePeter Wade Posts: 1,666

    The basic principle of UV mapping is that each vertex in the object has a 2D texture co-ordinate that specifies the point in the texture that will be applied to it. It's a bit like pinning the texture to the object, the image is fixed at the vertexes and stretched over the polygons.

    Most 3D modelling programs can do it, Carrara can, I think Hexagon can and I expect Blender can as well.

  • My best example of UVMapping is a bear skin rug.  If you make a statue of a bear, and wrap the rug around it you are basically doing UVMapping. 

    In the 3D world, you flatten the 3D geometry into 2D, then map a 2D texture to it.  There's sometimes a lot of black art involved ;)

  • FistyFisty Posts: 3,416

    Think a globe to a map of the world..  same concept.

  • frank0314frank0314 Posts: 14,708

    There are several programs out their to do UV mapping. Some modeling programs allow it and the two most common standalone programs are UVMapper and UVLayout. A lot of PA's use UVLayout cause it does about the best job and has tons of options to help you out, at least in my opinion.

  • OstadanOstadan Posts: 1,130

    Another way to explain UV mapping is to point out the myriad flat projections of an Earth globe.  Mercator, polar, etc., each with different advantages and drawbacks (especially if you want to draw, for example, a different world on the map).

  • ToobisToobis Posts: 990

    I think I gettit yes thanks for the explanations. Is it generally hard applying these from Blender into Daz studio?

  • BradCarstenBradCarsten Posts: 856
    edited June 2017

    UV's are simply taking a flat picture, and wrapping them around a 3d object.

    So UVmapping is the opposite. It's taking a 3d object and flattening it out, in order to apply an image to it. 

    How do you do it- well imagine you had a jacket that you wanted to send through a printing press. you couldn't just send it through as is, you would have to unstich it, flatten all the pieces out on a board and then print on it. After that you could then restich it again. 

    The process for 3d is exactly the same. You take a model into blender. Go into edit mode. Mark the seams, tell the program to unstich it, and it will automatically lay the pieces out for you, ready to receive an image. 

     

    Toobis said:

    I think I gettit yes thanks for the explanations. Is it generally hard applying these from Blender into Daz studio?

    Not at all, I do it all the time. When you export as a .obj, the uvmaps are included in the file. You just need to go into each surface and upload the image files, but the UV's are all there. 

    Post edited by BradCarsten on
  • john_antkowiakjohn_antkowiak Posts: 334
    edited June 2017

    Does anyone know what the letters "U" and "V" actually stand for? It's usually the best place to start when explaining a concept. I've got the rest of the idea, now I just want to know what the letters mean...

    Thanks  :)

    Post edited by john_antkowiak on
  • nemesis10nemesis10 Posts: 3,774

    Does anyone know what the letters "U" and "V" actually stand for? It's usually the best place to start when explaining a concept. I've got the rest of the idea, now I just want to know what the letters mean...

    Thanks  :)

    From Wikipedia: "The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space."

  • Thanks, Nemesis... I wouldn't have guessed that in a million years. So, totally arbitrary then :)   They didn't even choose letters in sequence! No love for the W  :(

  • ChoholeChohole Posts: 33,604

    well V and W   could have been a bit confusing   at least there is a little more difference between U  and  V  when set down on paper   (or virtual paper)

  • prixatprixat Posts: 1,616
    edited June 2017

    It's a common convention in maths. X, Y and Z get used first then U, V and W, then R, S, T... smiley

    If you're painting your map in photoshop etc. then W is towards you, out of the screen and doesn't come into play.

    ...but if you're making normal maps (and bump maps) then W gets used again as the direction and size of the 'bumps'.

    Post edited by prixat on
  • Richard HaseltineRichard Haseltine Posts: 107,998

    Some engines do use W for depth into a solid where that is appropriate, but it's not a feature used in DS.

  • john_antkowiakjohn_antkowiak Posts: 334
    edited June 2017

    I have some experience with 2D digital cartographic mapping, but no formal training in it or 3D topographic mapping. I only say that to tell you I really mean it when I respond to your comments by saying, "Thanks! That's fascinating!"   cool

    Post edited by john_antkowiak on
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