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.
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