Graphics Programs Reference
In-Depth Information
FIG. 3.29
Prior to working on a model's UVs, they will often appear quite messy and textures will show
unevenly.
As you can see in Figure 3.29a, or from your own model, the UV view of the
T-shirt is a total jumble. This will usually be the case with modeling projects
when you i rst start looking at the UVs, and the problem is not just the seams.
Right now, the UVs are also stretched and stacked. Think in terms of an actual
T-shirt. If you were to cut up the shirt randomly, it would be dii cult to paint
on a design that would make sense once the pieces were back together. It
would be doubly hard if all the pieces were stacked on top of each other in a
heap—that heap is what we have right now.
One way modelers get a sense for the quality of the UV map is with a numbers
reference image. You will i nd one among our downloadable material at chapter3/
CheckerMap.jpg. Images like these make it very easy to see where textures are
being stretched or pinched. To add this image a texture, you'll need to:
Access the Material Editor via UVs/Materials > Material Editor .
Create a new material.
Add the image to the material by selecting the “ ” next to the Texture
i eld and navigating to the i le.
Finally, apply the material with the texture to the whole model using the
process discussed in the Materials section.
As you can see in Figure 3.29b, the uniform image is rel ected unevenly across
the 3D face. The goal of working with UV maps in Silo is to eliminate this
unevenness and to create a nice 2D UV shape that will allow the image to map
cleanly across the 3D object.
U V Seam Creation
The i rst step in getting our UV map on track is to eliminate all or most of the
current seams.
Start with the Unmark UV Seams command ( UVs/Materials > Unmark
UV Seams ) or the Mark UV Seams Toggle ( UVs / Materials > Mark UV
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