When unfolding UVs on a model, several
things need to be accomplished:
- The spaces between the UV coordinates should have roughly the
same
size proportions as the polygons that the UVs are associated with. If
the polygons in the eyelid area of a character are tightly packed
together compared to the polygons on the side of the head, then the UV
spaces in the eyelids should not be spread out either. Uniform
application of texture coordinates depends on a uniform distribution of
points relative to the original polygonal model.
- UV coordinates have a tendency to get tangled up. The mesh of
UV coordinates should be organized on the final model in such a way
that it is clear that no tangled UVs are on the model.
- UV coordinates should not overlap with other UV coordinates.
When an orthographic texture-mapping scheme is used, the UVs on the
front of a model will overlap with the UVs on the back of the model. If
the texture that was being applied were a bullet hole that shot
directly through the object, this would be fine. Otherwise, organic
models should not have UV coordinates that overlap. Overlapping UVs
duplicate texture in two or more areas of the model. A common place
that this occurs is the ear. The front of the ear will get a map that
shows the detail of the ear, but the detail of the ear will often
appear behind the ear as well if the coordinates are not taken care of.
- The UV space of the UV coordinates should fall between the UV
space ranging from 0 to 1. Many texture mapping programs allow for the
distribution of texture space to fall well outside of these
coordinates, and if the texture mapper knows what he or she is doing,
this rule can be broken to increase efficiency. However, because paint
programs paint maps that fall within the actual map and not outside the
map’s own parameterization, then using the parameterization of 0 to 1
will ensure that the map that is being painted will fit correctly.
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[Figures 49 & 50]
The colored grid map used for unwrapping the UVs on an organic shape
(above). The same map applied to the model (right).
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UV Editing Using Texture Maps
The best way to check to see if the UVs are working correctly is to
preview the UV work using a texture map on the model. Different maps
accomplish different things while unmeshing the UVs on a production
model. These maps can be used in progression to work out the UV mapping
issues one step at a time. The most common test maps, shown in
progression, are:
1. A color and number grid. These maps are useful in the
initial
unwrapping of UVs on a model. Several maps of this type are commonly
available. The map shown in Figure 13.49 is a map I made in Photoshop
in about 15 minutes. Maps such as these are designed so no numeral (or
letter, depending on the map) will fall in the same colored square
twice throughout the map. This map has 10 numerals used 10 times each.
The placement of the numerals in rows helps establish orientation while
viewing the map on the model. The colors are more random but at the
same time are somewhat organized diagonally, also helping to establish
orientation.
These maps are useful during the initial unwrapping stage because
the unique pattern helps establish which areas are overlapping, are
being repeated, or are twisted. Because each numeral or color
combination only appears once, checking for repeating numeral or color
blocks can help eliminate overlapping and tiling.