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Modo 801 uv mapping tutorial espanol
Modo 801 uv mapping tutorial espanol








modo 801 uv mapping tutorial espanol modo 801 uv mapping tutorial espanol

These values are typically confined to the 0-1 area of the grid as this is the normal space (or home) position of the texture any texture applied using a UV map will always fill the entire 0-1 space any part outside of this area will simply repeat the texture (how it gets tiled is controlled by the Texture Locator). The UV Map viewport plots those 2D position values on a grid, including the edges and polygons, so its easier to reference how the 2D geometry map relates to its 3D counterpart. In MODO, this is a float value, meaning it is a number defined by a decimal point, chosen for the precision it provides. UV map values are simply position coordinate on a 2D texture stored within an associated vertex. MODO provides an flexible range of functions that simplifies the process, making what many consider a tedious task a lot less painful, and possibly even enjoyable. While it might be easy enough to understand, it's the actual execution of the process that requires a little science and whole lot of art, but like modeling, or texturing or even rendering, understanding the tools is an important part of understanding the process. An easy way to visualize how that works is to imagine the object was accurately wrapped in gift wrap, and the UV map is the careful unwrapping of the object pressed flat, much like a geographical map of the earth, which suffers from the same constraints as a UV map. The basic concept is easy UV mapping is simply the process of translating a 3D surface with volume and shape onto a flat 2D texture image. Fortunately, nothing is further from the truth. Many users have a fear UV mapping, assuming a degree in black magic or voodoo is necessary to produce useful results.










Modo 801 uv mapping tutorial espanol