Category Archives: CX UV Mapping

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

8
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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
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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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UV mapping a cube, for beginners, Part 1

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 walks through the process of applying different texture maps to each of the faces of a cube. It discusses two methods to achieve this. One is by applying individual textures via the subset function, the other is by UV mapping the cube and creating a single bitmap that is applied to the entire cube. This is design for people new to UV mapping and texture application.


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Yogurt Cup, Part 3: UV mapping the lid

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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 third of the tutorials walking through the process of creating a yogurt cup. It UV maps the cup lid, ensuring that the UVs for the lid match the UVs previously generated for the body.


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Yogurt Cup, Part 2: UV mapping the cup

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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 of the tutorials walking through the process of creating a yogurt cup. It UV maps the cup, and covers some aspects of this process that deal with ensuring the UV's generated are size matched to the physical dimensions of existing label art.


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Air Freshener Display, Part 4: riser stand UV mapping

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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 fourth tutorial in the 'Air Freshner' display packaging tutorial series. It UV maps the riser stand component and applies Adobe Illustrator artwork. Note that it's important to get the 8.0.1 update for this tutorial.


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Air Freshener Display, Part 2: packet UV mapping and texture application

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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 tutorial in the air freshener packaging tutorial series. It deals with the UV mapping of the packet object, specifically looking at the mirror UVs and how to correct their inverted nature (they were generated from duplicate geometry that had been mirrored across a grid). It also sets up a UV template, correctly sets the physical size of the template, and then sets the Adobe Illustrator art over it. Finally, this art is imported into Design 3D and applied to the packet art.


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