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Workflow

工作流程 Substance Painter


Blender

Modeling Low res model


UV Unwrapping Texture Baking Texturing Rendering
建模
低模
分UV 贴图烘焙 贴图 渲染
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High res model Normal


高模 Open link

World space normal

Ambient occlusion
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Curvature
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Position

Thickness

UVs
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Texture coordinates, also called UVs, are pairs of numbers stored in the
vertices of a mesh.

These numbers are often used to stretch a 2D texture onto a 3D mesh,


but they can be used for other things like coloring the mesh (see Vertex
color), controlling the flow across the surface (see Flow map), etc.

Game engines commonly use two texture coordinates, U and V, for


mapping the width and height of a texture. A third axis W can also be
used for depth if you are using a 3D volume texture, but usually this
coordinate is removed for efficiency.

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.

Blender - UV Editor - Introduction Blender Addon


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Textools
Mark Seams Unwrap Open link

Mark Seam

Clear Seam

Unwrap

Pack Islands

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