An Introduction To 3D with Lyndon Daniels
Table of Contents
An Introduction To 3D with Lyndon Daniels
Part 4: Understanding UV’s
UV Layout

UV points can be seen and selected from many highend 3D applications from within the viewport but generally cannot be edited from these views. In most cases in order to edit UV’s you need to enter a specific UV texture editor mode.
To begin texture mapping your object we need to create projections that will break our low poly mesh into smaller components called UV shells. These shells will then be sewed together in a manner that best represents the surface we are texture mapping.
iAn important aspect of UV mapping is to create UV’s that do not lie on top of each other (i.e. non-overlapping UV’s) and create a continuous shell that represents our mesh as close as possible.
UV Projections

Most 3D applications represent UV texture space as having two dimensions U and V. the U dimension extends along the horizontal axis of the image and the V direction extends along the vertical axis of the image.
When a texture is assigned to a model the texture will by default appear in the 0 to 1 quadrant of the UV texture editor and uniformly tile from this space horizontally and vertically. In some 3D applications, texture space extending beyond the 0 to 1 boundry might not be visible by default, this is not a problem as we will only be utalizing the default visible texture space of your 3D application for the purposes of this course. In our case we will need to arrange our UV’s on our mesh to fit into the 0 to 1 UV texture space.


An example of this method can be seen in horse image below where the red lines signify seams on the model. As you can see these seams are carefully placed in areas that are not likely to be visible during rendering and final output. Many 3D applications can also help with hiding seams by allowing the ability to paint out seams on a texture with a clone paint tool.
Download and inspect the UV’s on this horse model for yourself, it’s all totally free!

