By marking and having UV Seams, 3DCoat will know where to cut the mesh and lay it flat for texture application via 3D and 2D means (3DCoat’s Paint Room, Photoshop, etc.). To unwrap an Object (Paint or Retopo), it first must have UV Seams. Once you`ve completed your maps and placed your model in the Paint Room, you can use the Texture UV Editor to place details and labels that require precision that is difficult to achieve by painting in 3D Viewport. Since one model may have a variety of uses and may be viewed from various angles, you may find the need to have different Maps, each for its unique purpose in your finished production.ģDCoat allows you to make and modify as many UV Maps as you need for any project. Tools are also present that help you prevent the “stretching” of “pattern” pieces and how all of the pieces are “packed” into the space of the overall Map. Since you may change your mind regarding the placement of “pattern” seams, many tools found in the Retopo Workspace that deal with UV Mapping are also found in the UV Workspace. The UV Room tools and functions are mainly designed to deal with positioning, sizing, and the orientation of all the “pattern” pieces. Like a paper pattern, each “clothing” part is separated from the others and economically laid out to make room for all the rest. Use the Texture UV Editor to paint and position precise details directly on the UV map using all the tools available in the Paint Room.ģDCoat also supports the creation and editing of multiple UV maps (uDims) on a single mesh, but note that polygons cannot be shared across the UV Maps layouts. Once you`ve completed your maps and placed your model in the Paint Room, you can use the Texture UV Editor to place details and labels that require precision that is difficult to achieve by painting in 3D Viewport itself. With 3DCoat, you can create and modify as many different UV maps as you need for each project. Since a model can have a variety of application, it is possible that you may need different maps. There are also tools to help them prevent the stretching of sample parts – and how all parts are packed into the space of the entire UV map. Since you can change your mind about the placement of pattern seams, all the tools in the Retopo room that deal with UV mapping are also in the UV room. The tools and features of the UV room are primarily designed for positioning, sizing, and aligning all pattern pieces. ![]() Like a paper sample, each garment is separated from the others and designed economically to make room for the rest. The UV room provides the precise tools you need to create a balanced UV map. ![]() As with any decent garment, you would try not to make your pattern from many small pieces and keep it as large as possible. ![]() The UV map of a mesh is like the paper patterns used to cut out the cloth for your model`s clothes. If you have imported a mesh for UV mapping, or if you need to change or edit your UV maps, the UV room is available with a full arsenal of tools to modify your UV maps.
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