简介
Every point in the UV map corresponds to a vertex in the mesh. The lines joining the UVs correspond to edges in the mesh. Each face in the UV map corresponds to a mesh face. Think of a UV map as projecting the surface of your 3D model onto a 2D image.
Each face of a mesh can have many UV textures. Each UV texture can have an individual image assigned to it. When you unwrap a face to a UV texture in the UV Editor, each face of the mesh is automatically assigned four UV coordinates: These coordinates define the way an image or a texture is mapped onto the face. To distinguish from XYZ coordinates, the U and V axes are used to mark the coordinates of each point. Hence the name, UV unwrapping. These coordinates can be used for rendering or for real-time viewport display as well.
在Blender中,可以为一个面关联一个独立的图像。UV坐标定义图像如何映射到面。然后图像可以用于渲染或实时显示。在3D视图中选择 面选择 模式,才能指定图像或修改活动网格物体对应的UV坐标。这样一个面可以有多张UV贴图。角色前额的面要用到面部贴图, 同时 也用到头皮/头发贴图。
这些将在下一节详述。
入门
Default UV editing workspace.
默认情况下,网格是没有UV的。首先你得映射面,然后才能 。展开模型的过程是在3D视图编辑器的编辑模式下进行的。该流程会在 UV编辑器 创建一个或多个UV孤岛。
开始前,从屏幕顶部的用户设置标题栏选择 为 UV Editing 。屏幕布局变为左侧UV编辑器,右侧 3D视图。
进入 编辑模式,因为所有的展开工作都要在编辑模式下。你可以使用顶点、面或边选择模式。
Mark Seams if necessary. See more about marking seams.
Select mesh faces in the 3D Viewport.
Adjust the unwrap settings in the panel.