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en:blender:uv-mapping [2024/04/15 13:16] – created murray | en:blender:uv-mapping [2025/08/18 14:12] (current) – adminwiki | ||
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===== Set UV mapping ===== | ===== Set UV mapping ===== | ||
- | UV mapping is in essence | + | UV mapping is essentially |
- | The best appraoch | + | It is best to mark sharp edges for the sake of simplicity. |
{{blender: | {{blender: | ||
- | Enter edit mode (tab) and select the edges (2 for edge select) where the seams should be. | + | Go to the editing |
{{blender: | {{blender: | ||
- | With the necessary | + | Right-click on the desired |
{{blender: | {{blender: | ||
- | Press A to select everything on the object, then U and choose | + | Press A to select everything on the object, then U and select |
- | In addition, an orthagonal | + | Also, an orthogonal |
{{blender: | {{blender: | ||
- | On the top row of tabs, select UV Editing. The left screen shows the object | + | From the top row of tabs, select UV Editing. The left screen shows the unwrapped and essentially |
{{blender: | {{blender: | ||
- | By contrast, | + | In contrast, |
- | {{blender:unwrapping1.1_3_.jpg? | + | **Note**: This result (cylinder wall unrolled in one continuous piece) is ideal for most textures as it produces the lowest possible number of noticeable edges in the texture. |
- | The point is more obvious the example of a cylinder. If we mark seams along edges and on one edge of the cylinder, press A and then U, the normal " | + | It is also important |
- | + | ||
- | {{blender: | + | |
- | + | ||
- | By contrast, this is the result of smart project. Note that the walls of the cylinder have been laid flat in 1 piece, whereas the ends are seperate UV faces. This is again because the edges between the faces which make the wall of the cylinder are **below** the angle set in the angle limit, and the edges on both ends are 90 degrees- **above** the angle limit. | + | |
- | + | ||
- | **Note**This result (cylinder side unwrapped in 1 conjoined piece) is ideal for most textures, since it creates the smallest possible number of noticable edges in the texture. | + | |
- | + | ||
- | Also important is to ensure | + |