![]() Just like in the model view you have access to all the moving and scaling options and their shortcuts along with the ability to select vertexes, edges, and faces to manipulate them all. Now you should see the image reference in the background. If you don’t see the image you uploaded click the material dropdown and select the material that contains the image. The UV Editor window is a 2D only view where unwrapped faces and any images we have uploaded can be displayed as a reference. I prefer the horizontal split but of course it’s up to you. OR just switch to the UV Editing workspace from the workspace options at the top. To better organize what we are looking at for the next few steps we need to arrange our workspace a little by either splitting our current view into two panels, by hovering on the edge down here until you see the double headed cursor and pulling up the existing bottom panel maybe a third of the way, then in the top left corner of this new panel click on the Editor Type menu and select UV Editor. Almost all major CAD programs use UV mapping or something similar to apply materials to the surfaces of a model. This system is also not unique to Blender. Just fyi the initials of UV don’t necessarily stand for anything they are more akin to a coordinate system but instead of X, Y, and Z which are used in 3D space. Kind of like undoing an origami figure back into a flat piece of paper. To create a UV map you first have to unwrap the faces of our model, this basically means taking all of the faces from your model and laying them out onto a 2D plane. ![]() A UV map is just a flat representation of a 3D surface or surfaces, where you then ‘map’ the image or textures onto. Thirdly we need to talk about UV mapping. First set the Viewport display option to Material Preview just like we did in part 5, secondly apply our new material to the model, like we did in part 5. Now our image is in the project, time to get it right where we want.
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