However, despite the menu's variety of options, unless your mesh is simple or a special case, you should use the first menu item, Unwrap. You then see a menu with a handful of options. You unwrap a mesh in Blender by selecting all vertices (A) and, while in Edit mode (Tab), either pressing U or choosing UV Mapping Unwrap in the Tool Shelf. In essence, the world map is an unwrapped texture on the globe, whereas the latitude and longitude lines are the UVs. The map of the world uses the latitude and longitude lines to relate a point on the three-dimensional surface of the globe to the two-dimensional surface of the map. To understand this process, think about a globe and a map of the world. However, Blender is predominantly a mesh editor, and in order to get proper UV coordinates on your mesh objects, you must put those meshes through a process known as unwrapping. With NURBS surfaces, you get UV coordinates for free as part of their structure. UV mapping also allows you to take advantage of other Blender features, such as Texture Paint mode and texture baking. The most precise type of mapping you can use is UV mapping.
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