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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