2009

Table Of Contents
TIP The exact UV boundaries can be viewed more clearly when the
anti-aliasing for the texture image is temporarily turned off. To do this, select
Image > Display Unfiltered to view the texture image without anti-aliasing.
If you need to move a single UV so it precisely matches a particular
location on the texture map you can turn on Pixel Snap (Image > Pixel
Snap). When you select and move the UV using the Move Tool, it will
reposition the UV coordinate based on pixel boundaries.
Beyond the lesson
In this lesson you were introduced to a few of the basic techniques required
to assign and accurately position texture maps on polygonal models using UV
texture coordinates:
UV coordinates are essential for applying and accurately positioning texture
maps on polygonal and subdivision surfaces.
UVs can be explicitly created for a surface mesh using a variety of UV
mapping techniques. (Planar mapping, spherical mapping, cylindrical
mapping, and Automatic mapping.)
UVs are represented as 2D coordinates and are viewed and edited with
respect to the 2D texture map using the UV Texture Editor. The UV Texture
Editor provides many other tools for editing UVs.
UVs are usually positioned to fit within the 0 to 1 UV coordinate space
unless the texture map requirements are such that the map needs to repeat
across the surface mesh.
It is useful to display both the 3D scene view and the 2D UV Texture Editor
simultaneously when texture mapping so that a correlation between the
3D model and 2D UV coordinates can be made.
You can visualize texture borders using Texture Border Edges.
You can view the regions where UVs overlap each other in the UV Texture
Editor by selecting the UV shells and selecting Image > Shade UVs.
You can open the PSD file you used in this lesson using Adobe
®
Photoshop
®
to learn how layers were used for the texture map. You can edit one or more
of the layers to experiment with how the texture can be modified. After you
Beyond the lesson | 373