Talk:Blender 3D: Noob to Pro/UV Map Basics

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[edit] Can I write this chapter

Does anyone mind if I write this chapter? If not where can I put screen shots. After watching the Video I had a better idea of how to do UV Mapping but I still had a hard time unwraping a simple box. I imagine that other noobs like me would have the same problem so I just wanted to write a small one that shows how to map a box. Then maybe a more complex object (like an H made of boxes)—The preceding unsigned comment was added by Ripter (talkcontribs) 04:32, 17 December 2005.

I think that would be great. I was unclear on how or even if the spaces between vertices could be adjusted so that it could be used on a character's face like with a Make Human mesh. Also I wasn't sure how to export that to an image editor such as Photoshop and how to reapply it to the mesh.
Byron —The preceding unsigned comment was added by 24.151.244.113 (talkcontribs) 12:17, 9 January 2006.

[edit] LordOfer changes

I read this chapter and I made some changes. Since I'm still a bit new to blender I think it's best if someone looked over the stuff I changed, because I'm only 99% sure about some of them. Also, I deleted few lines of chat between two users. I just thought I should...

LordOfer —The preceding unsigned comment was added by LordOfer (talkcontribs) 22:57, 17 August 2006 (UTC)

[edit] UV

What does UV stand for? --Remi 19:05, 2 June 2007 (UTC)

I want to know too 217.36.120.131 10:30, 12 August 2007 (UTC)
The UV in UV mapping is just the two directions, as X and Y are used in 3d, it was decided to use the next closest letters for the 2d image mapping.
(or something like that)—The preceding unsigned comment was added by 203.89.172.85 (talkcontribs) 13 August 2007 (UTC)
Yes. For technical reasons related to 'homogeneous coordinates' you need four numbers to describe a 3D vertex. Hence, 3D graphics people use X,Y,Z and W for 3D coordinates. In the early days of texture mapping, U and V were the logical choice because they are the immediately previous letters in the alphabet before W. However, blender is a bit behind the times because with modern hardware you can have 3D textures - which means you need another letter (and with 'homogeneous texture coordinates', two more letters). In modern shader languages (Cg, GLSL, HLSL) S,T,P and Q are used for texture coordinates (R is not used because it gets confused with the 'R' in RGBA. Hence, the 'modern' nomenclature ought to be 'ST' or 'STP' mapping...but many engineers and almost all artists still talk about "UV mapping" out of habit. SteveBaker (talk) 18:57, 22 June 2008 (UTC)

[edit] How to seperate the unwrap?

when adjust the mesh to the pic of earth, you kind of seperateted the mesh. (there is a red and a green edge in the screenshot). it would be good to explain i think.

gez. cassul —The preceding unsigned comment was added by 137.193.187.73 (talkcontribs) 11 October 2007 (UTC)

[edit] No Sense

This page makes no sense, probably since blender has been updated. What the heck is an RMB? And some of the windows I can't find. And the author should keep in mind that noobs don't know how to do anything! —The preceding unsigned comment was added by 75.137.124.50 (talkcontribs) 14:30, 12 January 2008 (UTC)

Even newbs should be able to read the instructions at the beginning of the tutorial. It clearly says on the first or second page (the one that explains what all the abbreviations will be) that RMB is Right Mouse Button. And DO try to read all the instructions before you go and complain. HydraZulu (talk) 17:30, 26 February 2008 (UTC)
Try downloading an old version or recommending an update? 9:73AM, 19 October 2008

[edit] no "UV Face Select" window mode?

I cannot find this window mode in Blender 2.46--5o (talk) 17:30, 10 June 2008 (UTC)

Neither can I - but I think everything works OK if you leave the thing in Edit Mode.
This entire WikiBook needs to be fixed up for more recent editions of blender. The problem is that most newbies will be downloading the latest and greatest version - so it's hardly necessary to talk about the older versions of blender that are out there - but keeping up to date with the latest changes is vitally important because otherwise we noob's will continually hit roadblocks like this when trying to follow the instructions. SteveBaker (talk) 19:02, 22 June 2008 (UTC)

[edit] Python script error?

When I try to save the unwrapped mesh by going to UVs -> Scripts -> Save UV Face Layout, I get a Python script error. Anyone know what this is about? —The preceding unsigned comment was added by 157.127.124.14 (talkcontribs) 06:24, 2 October 2008 (UTC)

Blender 2.48a on Ubuntu 8.04 (Hardy Heron): I get no response, erroneous or otherwise when using UVs -> Scripts -> Save UV Face Layout. Instead I used the image provided, selected a hemisphere from the 3D view, then positioned the half of the unwrapped mesh in the UV Image Editor view over one of the image hemispheres, then repeated for the other. I ended up with a passable blue marble.

[edit] Unexpected

As a new user to Blender, I have been using 2.45 up until quite recently. Perhaps a mention of what to expect? From 2.45 to 2.48a. When you unwrap there is an active face, but if you are not expecting that active face to be missing in UV unwrap and appear to be missing in 3d view. It can be off putting for new people, as they think: "What have I done wrong now?"—The preceding unsigned comment was added by 90.214.110.98 (talkcontribs) 18:39, 19 February 2009 (UTC)

[edit] UV sphere

Perhaps this tutorial would work better with a UV sphere instead. Just my two cents.—The preceding unsigned comment was added by 70.115.234.192 (talkcontribs) 11:16, 24 February 2009 (UTC)