Principles

U, V, W

By December 17, 20123 Comments
[vimeo]http://vimeo.com/55737488[/vimeo]

U,V,W are surface coordinates similar to X,Y and Z that stay relative to their parent surface. They can be used for plotting additional surface topology, adding geometry and even (and most commonly) for applying 2D textures to your model’s surface.

A great video that I found from GuerrillaCG on the subject can be found here. I really recommend taking the extra few minutes to watch it. While you’re at it, I recommend watching their other videos as well. Very concise!

The 0,0,0 video can be seen here.

3 Comments

  • Chad Knight says:

    Do zBrush and 3D Max work well on imported rhino mesh for uv mapping?

    • Pilot says:

      Hi Chad,

      I honestly don’t know. The typical problem with Rhino as far as meshes are concerned is that it uses really odd triangulated meshes that unwrap in unpredictable ways, so it is hard to determine where things are going to wind up. There ar plenty of alternate tools for UV unwrapping that are much more reliable for this sort of thing. I think Ultimate Unwrap is kinda handy. (unwrap3d.com)

      Happy holidays!

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