Category Archives: CX UV Mapping

UV mapping a seat cushion object, Part 2

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This is the second part of the seat cushion UV mapping tutorial. This specifically walks through the process of unwrapping the cushion object, first starting with the original, basic subdivision surface object. It then shows two further unwrapping approaches uses a pre-subdivided base mesh to help demonstrate how to avoid or to minimize certain UV artifacts that can show up.


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Wristband type object, UV mapping method 2

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This tutorial follows up on the wristband tutorial (here). It shows a second UV mapping solution that allows for a separate texture to map to the inside of the band, and another map to be placed on the outside. It also shows to how to rework the UVs from the first tutorial as a way of demonstrating how to work with existing UVs.
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UV Maps and Physical Size, Part 2

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This tutorial shows how to create a UV map that conforms to the size of existing Illustrator art whose physical size needs to be maintained. UV space is an abstractly measured system, and this tutorial shows how to create UV template which relates to the physical size of Adobe Illustrator or Photoshop artwork.
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UV Maps and Physical Size, Part 1

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This tutorial shows how to create a UV map that conforms to the size of existing Illustrator art whose size needs to be maintained. UV space is an abstractly measured system, and this tutorial shows how to create UV template which relates to the physical size of Adobe Illustrator or Photoshop artwork.
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Merging UVs from a primitive into an existing polygon mesh

This UV mapping tutorial shows how to merge a 2D Polygon primitive, with its pre-defined UV coordinates, with another polygon mesh and sync up the UVs from both. It also shows how to retain the existing UVs after a few modeling operations are done, using point pinning and the Conform function.


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The Path Extrude tool and UVs

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This tutorial talks through the process of creating a Path Extrude object and work converting it to a polygon mesh object in order to work with and adjust the UV coordinates. This allows for predictable application of textures. It also shows how to align the profile art in order to get predictable extrusions.


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UV mapping a cube, for beginners, Part 4

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific
This is the 4th tutorial in the beginner UV mapping series on how to UV map a cube and a cube with extended complexity. This tutorial shows how to unwrap the more complex cube shape using the Conform to Mesh function.
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UV mapping a cube, for beginners, Part 3

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by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This is the 3rd tutorial in the beginner UV mapping series on how to UV map a cube and a cube with extended complexity. This tutorial shows how to work with UV data after further editing has taken place on the original 3D object.


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UV mapping a cube, for beginners, Part 2

8
More Tutorials
by Chris Tyler:
Fundamentals | Modeling
Texturing | 7.5 Rendering
UV Mapping | Miscellaneous
7.5 Specific | 8.0 Specific

This UV mapping tutorial extends the first cube UV mapping tutorial by creating somewhat more complex geometry on top, then UV maps it using the Conform to Mesh function.


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