Graphics Programs Reference
In-Depth Information
FIG. 3.28
A basic T-shirt model will serve as a starting point to learn about UV tools.
all the categories, and most of the tools in the categories. Some of the tools
require a more advanced model than would be productive to create for this
section, so we'll wait to cover them in detail in Chapter 13.
U V V iewing and Setup
To get started working with UVs, we need to start seeing them.
●
Access the
UV 2D View
, which will show the basic square UV space, using
Right Click
>
Viewport Camera
>
UV 2D View
, or press
9
.
●
Some artists like to have this view up side by side with the model using
the horizontal split (
Control
Right Arrow
).
●
We will also want to see the model's UV seams, which can be enabled by
selecting
Display
>
Show UV Seams
or by pressing
Control
Shift
U
. I t ' s
important to note that the seams will only be visible on unsubdivided objects
.
Now we're ready to load an object. In this section, we learn about UVs by
creating a UV map for a T-shirt. As mentioned earlier, it's often helpful to think
of UV seams as seams in fabric, making a shirt an ideal starting subject.
●
You can create the T-shirt model by i rst loading the Base Man with Feet
(
Create
>
Custom Primitives
>
Base Man with Feet
) and then deleting
the arms, head, and legs.
●
Tweak
the model's shape after the sections have been deleted so it looks
similar to Figure 3.28b .
It's important for this example to set up mirroring on the object using the
process discussed earlier in the chapter.
●
You should be able to just select the whole shirt and then select
Mirror
Geometry
, assuming that the shirt is centered over the Z (blue) axis and
the mirroring is set to happen along the World X axis (the default).
If you prefer, you can download our version of the starting model from the
downloadable material in chapter3/startingshirt.sib.