2009

Table Of Contents
In this lesson youll learn the basic principles of UVs by applying (mapping)
an existing image (texture) to a simple polygonal model and creating and
modifying the UV texture coordinates so that the texture map appears correctly
on the surface.
In this lesson you learn how to:
Assign a 2D texture map to a polygonal model.
Map UV texture coordinates (UVs) to a polygonal surface.
Correlate the UVs between the scene view and the UV Texture Editor.
Use the UV Texture Editor to visualize how the UV texture coordinates
from a three-dimensional model relate to an assigned two-dimensional
texture map.
Determine basic UV layout requirements.
Set preferences to let you visualize the texture borders in both the UV
Texture Editor and the scene view to better understand how the texture
map is placed on the polygonal model.
Select and reposition UV texture coordinates within the UV Texture Editor
using the transformation tools to make the UVs match a pre-defined texture
map.
Sew UV texture coordinates to existing UV shells.
Creating a cracker box model
You begin the lesson by creating a model of a cracker box using a polygonal
cube primitive. The dimensions youll use for the cracker box are based on a
texture map youll apply to the model in this lesson.
To create a cracker box model using a cube primitive
1 Select Create > Polygon Primitives > Cube > .
2 In the Polygon Cube Options window, select Edit > Reset Settings, set
the following options, and then click Create:
Width: 8
Height: 10
350 | Chapter 8 Polygon Texturing