Monday, 2 December 2013

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Introduction to UV unwrapping

The uv’s are two dimensional texture co-ordinates that reside with vertex components.Uvs are essential for applying the texture data on polygonal objects  which is otherwise not possible to apply or wrap texture on objects. Uvs are essential for Gaming also because the gaming engines are yet not technologically advanced to adapt the total geometry details mechanisims.These engines are also allowed to use certain restricted polygons, which are further upgraded or enhanced in shading with the help of realistic texture details ,which could be possible only if we do Uvs work on Models.The uvs are such an essential supportive structure to C.G industries that without UV work flow we can’t achieve the light baking process in games which is a life savior and computationally very less expensive .The other maps which are used widely in industries are :

1.Diffuse maps
2.Normal maps
3.Specular Maps
4.Occlusion Maps
5.Bump Maps
6.Height field Maps
7.Dissplacement Maps
8.Subsurface Scattering Maps

All the map workflow requires a nice uv layouts to provide realistic details to scene and objects.
Uvs are placed along with vertex and uvs are opened or viewed on 2D texture Space which have different names in different Softwares.


Uvs are created with projection techniques which are further ,if required use unfold mapping techniques ,Pelt Mapping, Peal mapping and Uv Unfolding which runs on an algorithm to calculate the uv spread either on basis of edge distance or Face area.

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