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Ambient occlusion
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UVs
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Texture coordinates, also called UVs, are pairs of numbers stored in the
vertices of a mesh.
Texture coordinates are measured in a scale of 0.0 to 1.0, with 0.0 and
1.0 at opposite sides of the texture. When a model has a UV distance
greater than 1 (for example, UV goes from -1 to 2) then the texture will
tile across the model.
These numbers are usually hidden from the artist, replaced by helpful
visual representations of how the textures are projected. Planes,
cylinders and spheres help the artist align the textures in a visual way,
but it helps to know that games only see the UV numbers that these
shapes create.
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